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PARANOIA
R

THE CORE BOOK


Written and Designed By
WJ MACGUFFIN & KEITH GARRETT

Paranoia Created By
DAN GELBER, GREG COSTIKYAN & ERIC GOLDBERG

Graphic Design and Artwork by


CASSIE GREGORY, NIKITA VASYLCHUK, DOUGLAS DERI, JOHN RIC DETOON,
MAURO SORGHIENTI, NOAH ROTTER, PETER TOZER

Editing
MATTHEW SPRANGE & ISABELLA TRECCANI-CHINELLI

Proofreading
CHARLOTTE LAW

Gentleman Tone Czar


KEN ROLSTON

Troubleshooter Team PPE13013 (playtesters)


Pat Breden, Lark Digges-Elliot, Kara Ferguson, James Flanagan, Christi Garrett,
Dave Heaney, Beth Hooker, Alexander Joppie, Kurt LaRue,Val Lidly, Emily McGlawn,
Liam O’Dea, Joe Parker, Stephen Whitehead, Bonnie Yezukevich.

Falling Troubleshooter
Nicolas "Nev-R-OSE" Lathoumétie

Paranoia ® & Copyright © 1984, 2016, 2023 by Eric Goldberg & Greg Costikyan. PARANOIA is a registered trademark of Eric Goldberg & Greg Costikyan. All Rights
Reserved. Mongoose Publishing Ltd., Authorized User. The reproduction of material from this book for personal or corporate profit, by photographic, electronic, or other
means of storage and retrieval, is prohibited. You may copy character sheets, record sheets, checklists and tables for personal use.
Published by Mongoose Publishing, Ltd. Published 2023. Printed In China.

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CONTENTS

CHAPTER 1: INTRODUCTION..................4 CHAPTER 3: ALPHA COMPLEX LORE...........56


What is the Paranoia RPG?................5 A Possible Origin of Alpha Complex......58
Content Warning..........................9 What is Friend Computer?................59
How to Use This Book.....................9 Project Infinite Hole and The Great Hotfix..60
Security Clearances.....................61
CHAPTER 2: THE RULES....................10 Sectors and Subsectors..................64
Paranoia Rules..........................12 Transportation..........................65
Troubleshooting.........................12 Volunteering and XP Points..............65
Character Sheets Explained..............15 Bureaucracy & Corruption................66
Character Creation......................20 Bots....................................67
Character Improvement...................26 Recreation..............................68
The Rules...............................27 Propagandatainment......................69
XP Points...............................29 Termination Codes.......................70
Coretech & Apps.........................30 Cloning.................................71
Moxie...................................30 Top 5 Lists for Alpha Complex...........72
Combat..................................32 Celebrities of Alpha Complex............80
Equipment...............................37 Service Groups and Favours..............84
Mutant Powers...........................42 Secret Societies and Favours............93
Treason & Corrections...................45 Beyond Alpha Complex...................104
Buttons.................................47
Making Non-Player Characters............48 CHAPTER 4: MISSIONS....................106
Paranoia Tips...........................52 Creating Troubleshooter Missions.......108
Campaigns in Paranoia..................110
Mission: Arbitrary Justice.............111

APPENDIX...............................132
Converting RCE Content to PPE..........134
Rules & Setting Cheat Sheets...........137
Appendix N for Paranoia................139
Character & GM Sheets..................140
Index..................................142

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object.secret [‘Load of junk and drivel’]
font.family(‘Times New Roman’)
Do[print.title

oduction’)]
er 1: Intr
(‘Chapt

Troubleshooters - Success through Teamwork!

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using Cloning;
using Cloning.Decanting;
using Mutant.DNAscanning;
ERROR CODE 10 Mutant.DNAscanning of-
fline
$answer = shell_exec(‘FindScapegoat.
exe’)

class ProcessStart {
Process.Start(‘draingoo.exe’)
Process.Start(‘opentank.exe’)
Process.Start(‘listenforsplat.exe’)
$splat = true
$introduction.proper = meh.kinda }

WHAT IS THE PARANOIA RPG?


DING! Attention citizen. Welcome to the first of
your six lives here in Alpha Complex. I am your
best friend, The Computer. Do not worry. I am here
to protect you, educate you and help you stay
loyal. This will make you happy and productive, as
cases of severe anxiety and PTSD have dropped
considerably. You have been decanted from your
clone tank and are ready to serve. How may I help
you be successful?

Okay, I get it. One of those in-setting intros to set the


right tone. Now, I’ve heard about this Paranoia game
before. People say crazy things about it, like killing
other PCs is good, clean fun or the GM is out to get you.
Convention games sell out super quickly. It’s even a Hall
of Fame RPG. How do I play it? What are the rules?

Thank you for asking, citizen. Some amount of


curiosity can be healthy. What is your security
clearance?

Counter-question. What’s a security clearance?

All citizens of Alpha Complex are assigned a


Security Clearance for protecting citizens from
themselves and others. Infrared is the lowest,
followed by ROYGBIV: Red, Orange, Yellow, Green,
Blue, Indigo and Violet. Atop all is Ultraviolet
clearance. New citizens start as Infrared. All data,
locations and gear is restricted by clearance, which
is based on how much that citizen can be trusted.
It is nice when that aligns with talent and expertise
but what good is ability without legal thoughts?

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Due to an unforeseen loss of Troubleshooter Gotcha, usual dystopian sci-fi tropes then? Do I need
clones, thanks to an event called Project Infinite to volunteer as tribute?
Hole, you have already been promoted to Red
clearance and now have a job as a Troubleshooter. Alpha Complex is not a dystopia. That would mean
Simply put, you will find trouble and shoot it. it was not a perfect place for humanity and it leads
Various corrections are available should you to unhappiness and terrorism. Rest assured, you
need encouragement in completing your duties will only receive the trust and authority that you
successfully and on-time. can handle given your IQ, browsing history and
supervisor evaluations.
Great, I’m second to last on the totem pole. Now can I
know the rules? Alpha Complex is a giant city, parts under a
large dome and parts deep underground, and
I’m sorry, but that information is not available to is a utopia for all loyal individuals. As a utopia,
Red clearance individuals. happiness is required by law. Obedience is also
required by law, at least to all with higher security
... Okay, that makes no sense. What kind of roleplaying clearances and your best friend The Computer,
game doesn’t want to teach the rules to players? who never makes an mistakesy.

This is Paranoia. In this RPG, you do not know I have to be happy? I can’t get grumpy or wake up on
if someone is a friend, enemy or potential the wrong side of the bed?
scapegoat. You do not know how most things
work, literally or figuratively. You and your team You have been provided with all you need to be
will be sent on missions to eliminate treason, stop happy at your security clearance. That has been
mutant terrorists and generally protect people proven mathematically. Loyal citizens are therefore
of all security clearances. In many instances, happy citizens. If you are unhappy, disobedient or
such missions have a positive survival rate. Just break security clearance rules, you will be declared
be careful. Loyal citizens can turn traitor at any a traitor and are subject to possible arrest, re-
moment and attack you. education or summary execution.

Wait, it sounds like this game creates a literal feeling A traitor to a dyst... er, a utopia like Alpha Complex
of paranoia in players, not just characters. and its benevolent dictator, a happiness-obsessed yet
sometimes violent AI?
It is a pleasure seeing a clever citizen not
engaging in post-decanting existential screaming. Traitors are the enemy of all that is good and pure in
You should not be paranoid. This is a utopia and Alpha Complex. They are cruel, ignorant terrorists
you have been kindly given everything you need to who want everyone to be as angry and depressed
be a productive, joyful member of society. Please as them. You can identify traitors by their secret
note that you should be paranoid, as anyone, society membership, mutant power, refusal to work
including you, could be a Commie, a mutant or a 72 hours in a row or hesitation to obey one’s betters
traitor. Remember the old wisdom: Snitch on them as defined by security clearance.
before they snitch on you.
Can I ask about secret societies and mutants or is that
All right, bit weird but I like games that are different forbidden too?
from the same old dungeon crawl. Now, are you an
important NPC or something? Citizen, please watch your tone or an armed
Internal Security loyalty enhancement unit will be
I am The Computer, an advanced digital intelligence dispatched to your location.
coded to protect and serve humanity from the evils
of secret societies, mutant powers, independent
thought, too much freedom and of course, Commie
Mutant Traitors. Citizens find they are happier and
healthier when they follow instructions.

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Secret societies are illegal groups dedicated Let me get this straight. Normally, I play a highly-
to treasonous activity, like the miserable skilled hero cooperating with a party of other PCs
Communists. Mutant powers are genetic mutations to fight evil and gain more levels, gold and powerful
that allow abilities like teleportation. Any citizen weapons. But in Paranoia, I play a barely-competent
who is a member of a secret society and/or traitor competing with a team of other barely-
has a mutant power is to be arrested and likely competent traitors who fail more than they succeed.
executed. Also, you may or may not belong to one We all have damning secrets to hide so everyone
secret society and have one mutant power, both of is trying to uncover everyone else’s, all while trying
which can get your character executed for treason. to succeed on an impossible mission and not get
arrested or executed for being a traitor, which we all
Of course. Makes sense, makes sense. I’m guessing secretly are. Then players like me can experience
I have to keep those a secret? Wait, do the other PCs literal fear and paranoia like watching a good horror
have those too? movie. Does that about sum it up?

That information is not available at your security You are ready for Paranoia, Troubleshooter. Stay
clearance. They may or may not have one, both alert! Trust no one! And keep your laser handy!
or none.
What Players Should
Heh, I am starting to get a little paranoid! That feels...
good. Refreshing. Like a whole world of possibilities Learn About Paranoia
has just opened up! What would happen if there was a 1. Cooperation will kill your character: Most other
total party kill and my character was responsible? RPGs have you playing nice with other PCs,
cooperating and supporting each other so the
Citizens are expected to play nice and respect party can finish a quest. If you try that in Paranoia,
each other. Unless they may be traitors, in your PC will die repeatedly and you could honestly
which case they are targets of mockery, theft, get annoyed because that is not how this RPG is
scapegoating and random fatal accidents. Each designed. You are expected to compete with the
Troubleshooter has five clone backups, so if you other PCs and step all over them on your way to
need to terminate your team leader because they the top. (Similar to playing an evil character but
embraced hate and treason, you can do that and without the usual intelligence and swagger.)
their next clone will show up, loyal and ready to 2. Sometimes, it is more fun to fail: Everyone
work. Please note how other Troubleshooters loves landing the killing blow on the bad guy but
know this too. Some or all may or may not be it can be even more entertaining when someone
targeting you right now. fails. Instead of expecting lots of winning rolls, get
in the mindset that failure can lead to laughter and
But what do we do in the game? Besides plotting enjoyment – and that you have to fail before you
against others before they plot against me, of course. can enact strict vengeance on those who dared
oppose you. In case you did not think of it, making
You and your teammates are Troubleshooters others fail is even more fun.
and you all serve Alpha Complex by investigating 3. Powergaming and rules lawyering will get you
and fighting Commie Mutant Traitors. Contrary nowhere: Seriously, players are not expected nor
to rumours, which are illegal, Troubleshooter asked to know the rules to this edition. That is the
missions are never embarrassing and deadly hose sole responsibility of the Gamemaster who runs
jobs given by corrupt leaders using teams as the game sessions. If you try to become a badass
pawns in their quest for more power. All mission that cannot fail, or if you try quoting rules at the
objectives will be clear and easy to achieve. Since GM, your character will suffer in the game so learn
citizens only get tasks they can accomplish, all to relax and just play. (It is cool to know how to
failure will be an obvious sign of treason. play; you should just not admit that ever.)

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What GMs Should Example Of A
Learn About Paranoia Paranoia Game Session
1. Objectivity is for chumps: Paranoia GMs have Troubleshooter Team Code-7 is composed of Shara-R
a wonderful option that almost all other games tell (played by Kara), Naomi-R (played by Jenny), Vin-R
you to never do: Be subjective. While you do not (played by Beth), Armand-R (played by Christi),
want to pick on any player, GMs can bend, twist, Hector-R (played by Jeremy) and Sam-R (played by
break or walk all over the rules. Instead of hoping Brett). The team received a mission alert ordering
a good story emerges from random decisions, you them to Briefing Room JRT-Red-3301 in JRT Sector.
have the right and responsibility to fudge rules After some confusion and arguments over where JRT
when those hurt the story. Sector can be found, they finally arrive.
2. Be stingy with information: Literal paranoia
thrives on ignorance and dies in the light of truth GM: You enter the briefing room and see a long-
and certainty. GMs should encourage feeling haired, Blue clearance citizen sitting in an opulent,
fear and paranoia by rarely handing out helpful super comfortable Exec-U-Chair behind a small desk.
information. You do not want the entire mission There is a Blue laser pistol on the desk next to a can
getting stuck in one location but the less players of Bouncy Bubble Beverage but she ignores both for
(and their PCs) know, the more they fill in the gaps now. She waves you over and points at several rusty
with something horrible and frightening. folding chairs opposite the desk. As you get closer,
3. Alpha Complex is a state of mind: Most RPG you can see her name over her head: Aisha-B-XEF-3
settings try some level of realism and consistency. with no Treason Stars.
If a book says City A is a coastal city in the southern
kingdom, then City A is always a coastal city in the GM (as Aisha-B): Hiyah! If yah belong to
southern kingdom. In this game, the setting is more Troubleshooter Team Code-7, please be seated. If yah
a mood and feeling than any concrete place. City A not, leave immediately before yah get executed.
could be coastal one day, landlocked another day,
on a river or other, depending on which builds fear, Kara: Wait, what team are we on again?
ignorance and paranoia into game sessions. Think
of the entire setting as a tool to encourage the right GM: Aisha-B quickly grabs the Blue laser as four
frame of mind for this game. turrets extend from the ceiling. There are many
pew-pew noises and flashes of light before Shara-R
dies from a medical condition known as Not Reading
Character Sheet Syndrome, which tends to be fatal for
RPG characters.

All other players: WE SIT DOWN!

GM: The briefing officer rests her pistol on the


desk again and the turrets retract into the ceiling. A
scrubot pops out of a tiny door in the wall and drags
Warning! First-time Paranoia players and Shara-R’s remains – just smoking boots and ash –
GMs can get giddy over the narrative out of the briefing room.
freedom in this game. Because this RPG
allows players to indulge in skulduggery, GM (as Aisha-B): Welcome to the mission briefing.
backstabbing, Catch-22s, betrayals, outright I am yah officer Aisha-B-XEF-3. Yah need to
lies, physical impossibilities and behaviours understand two things before we begin. One, I am in
that would get you kicked out of your next charge. Two, do not use contractions when speaking
Fantasy RPG game session, please restrict to me. That is the Traitor’s Grammar. Are we clear?
your violence towards traitors only. If
necessary, create the needed evidence after
the fact and do not get caught doing that.

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Jeremy: That... that is clear, thank you friend for CONTENT WARNING
helping us stay more loyal than we already are, which Paranoia is a darkly humorous game. That means
is a lot but thanks to you that is even more a lot. it takes a cavalier, even flippant attitude towards
controversial subjects like police violence, corruption,
GM: Aisha-B’s hand briefly goes for her pistol but then crime, betrayal and more. For example, one character
she shows the tiniest smile. Then she announces might joke about how much fun it was to execute 500
the mission objective, which is so important you people for not cheering when a leader gave a speech.
should probably all write it down on your character It jokes about dystopian elements like constant
sheets. Here it is: Document damage done to the surveillance, mass arrests and infallible leaders. Some
decommissioned nuclear reactor in ECA Sector and people might have issues with this, so it is a good idea
identify any bodies found. Then the team must visit that to talk about dark humour before playing for the first
sector’s Rad-Off decontamination facility for a spa day. time or with new players.

Jeremy: You said the reactor is decommissioned. Will Paranoia has always been heavy on satire
we be able to see in there? (not parody, there is a big difference). It mocks
government, religion, business, capitalism,
GM (as Aisha-B): The Computer estimates an 89% communism and a whole lot more. It can also get
chance that the area will be bathed in a warm, blue glah. more specific in satire, such as mocking bro culture,
anti-vaxxers and egghead intellectuals. Some people
Beth: A blue glah you say? That sounds stuuu, uh, might find a sacred cow or two being satirised and
stupendous. Should we worry about radiation damage get upset. However, Paranoia’s setting does not deal
from the glah? with gender, sexual preference, race or ethnicity. None
of that matters to the game’s setting, so they should
GM (as Aisha-B): Not at yah security clearance. After never appear at the table/screen.
yah leave here, yah will visit R&D for some fascinating
new experimental equipment that should help yah
withstand a definite percentage of the radiation HOW TO USE THIS BOOK
damage yah will very rarely experience repeatedly. The primary audience for this book is the Gamemaster
(GM). Since players in Paranoia do not need to know
Christi: Come on, gang, we’re Troubleshooters! The any rules, it makes sense to aim the core rulebook
Computer believes in us and we will succeed! towards GMs so they can know them. Yes, that is not
how other RPGs work. Trust us, that is just the tip of
GM (as Aisha-B): Citizen, yah got assigned one the iceberg for this sort of thing.
Treason Star for yahsing a contraction. But that is
the attitude yah should have right now. Hint. Enough GMs are enlightened despots for the games they run.
dawdling, citizens. Proceed to R&D’s Crescendo Labs If you really want to share some rules with players,
for additional equipment that yah will find yahsful, no one will stand in your way. Again, that is not
dependable and mandatory. recommended! Troubleshooters are regularly kept
in the dark so much it is like they are in a room with
Beth: Sounds like a great plan that can only succeed Black 3.0 paint on all sides, so keeping players in the
thanks to your wisdom and loyalty. Okay, as Team dark about the rules fits the game’s theme.
Leader I order you all to follow me.
If you are still dead set on players knowing things,
Jeremy: Sure thing, buddy. We’re right behind you. consider printing the two cheat sheets in the appendix
Wait, we are! We are, dammit! for them. One covers the most common rules and the
other covers important setting details but no spoilers.

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Rules of t
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Internal Security is getting ready to assist Troubleshooters and not beat them.

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GM (as The Computer): Citizen Shara-R, are you
saying the N-H-B-N-T-B-S-O-L-F-T unit is defective?

After visiting R&D and getting some cool devices like Kara: Oops. Um, no, no, Friend Computer, it’s Hector-R
a cordless power drill, Troubleshooter Team Code- that is defective! He ruined the helpful device!.
7 managed to blow up a bridge while they were on
it (not even the GM understands why) and finally GM (as The Computer): Interesting. Which do you
managed to reach the decommissioned nuclear believe is defective, my cloning facilities or my ability to
reactor. It is quite dark inside. train Troubleshooters?

GM: You are in a large room like a warehouse and Kara: Uhh… I didn’t mean… should I just terminate
it is totally dark. Something lashes out at you from myself now?
the shadows and strikes Naomi-R’s shoulder. Jenny,
Naomi-R is Hurt and now has an odd bite wound where GM: Up to you. Your character Shara-R takes one
she used to have a sleeve. Treason Star because The Computer is becoming
suspicious of you. While this discussion has been taking
Jenny: Ow! Can I tell what attacked me? Was that a place, you have all been catching brief glimpses, sounds
tentacle… with teeth? or smells of things moving amongst the darkness closer
to where the nuclear waste is stored. Tentacly things.
GM: You didn’t get a good look at it.
Jenny: More than one thing?
Jeremy: Can I use my experimental Non-Human But
Nothing To Be Scared Of Lifeform Tracker to try to GM: Yes, that’s why there is an ‘s’ at the end of ‘things’.
follow it?
Brett: Team, we should shelve the arguing and get to
GM: Oh, please do. Roll Mechanics+Science to both blasting these things before we become monster poop.
operate the device and interpret the results. Don’t
forget to add +1 to your NODE because that’s the GM (as The Computer): It sounds like a threat
device’s Level. condition has developed among food vats. In order
to protect the citizens’ source of food, I am activating
Jeremy: Okay, not great. I only got one success and Danger Protocol Seven-Alpha.
that was because of the Computer symbol.
GM: The Computer ends the call and all your laser
Kara: D’oh! Since he failed, what’s the Treason result pistols make a distinctive powering-down sound:
for that... thing with lots of letters in its name? ‘Peuuuuuuu’. The lights go out too.

GM: Okay, the Treason effect of your NHBNTBSOLT Brett (smiling gleefully): I used to work for Power
device is that it sputters, sparks and belches smoke, Services, so I’m getting them on my Coretech and
reducing your NODE by one for a while. And you rolled calling in a favour. How much Moxie would turn the
a Computer symbol, you say? What fun! As you try to power back on?
control your coughing from all that smoke, a bone-rattling
DING comes through all your Cerebral Coretechs. GM: Hmmm, I’d say 3 Moxie. Are you calling in that
favour?
GM (as The Computer): Attention Team Code-7.
My R&D device quality assurance subsystem has Brett: Absolutely!
notified me that your team has activated one of the
experimental yet foolproof test devices! How did the GM: No roll is needed for a favour, so it works. The lights
equipment help you accomplish your task? here flicker for a second before the whole warehouse
is visible. That means you get to see those things, so
Kara: It didn’t, Friend Computer! Hector-R tried to use everyone loses 3 Moxie just seeing what they look like.
it and for some strange reason it blew up in their face!
Brett: TURN IT OFF TURN IT OFF TURN THE DAMN
THINGS OFF ALREADY!
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PARANOIA RULES ○ Together, you tell stories by playing as characters
This chapter features the rules to the game, from how in a Troubleshooter team’s mission (called an
to create Troubleshooter characters to how to replace adventure in other, not-fun RPGs).
them when a teammate literally backstabs them. GMs
should always remember three key things: Ah, but what are Troubleshooters supposed to be
1. You are in charge. Change or delete any rule doing? (Not dying is good but surprisingly difficult.)
below as you see fit during a game session (other
not-fun RPGs force GMs to play fair, this is a fun TROUBLESHOOTING
RPG). Seriously, you are welcome to enforce rules Publicly, all citizens love and respect Troubleshooters
in part or in whole and you do not even need to as stalwart defenders of all that is good and
be consistent or explain yourself. And woe to any Computer. A few people with brain disorders feel
player who tries telling you what the rules are. that way but most see Troubleshooters as wildly
2. With great power comes great responsibility. It dangerous lunatics with more laser shots than
is your job to make sure all players are having a common sense. CPU reports Troubleshooter teams
great time, too. That means letting them mess with succeed roughly 14.7% of the time, cause accidental
each other more than you mess with them. Target terminations 88.1% of the time and are responsible
Troubleshooters and play favourites but players for an average of 9,800 XP Points worth of collateral
should worry more about teammates than the GM. damage per Troubleshooter. Why would The
3. Because Paranoia is such a different game, some Computer ever use them?
players can get genuinely upset over wild rule
changes, TPKs and other Paranoia tropes. Again, For The Computer, the answer is simple. Traitors have
you are in charge and should do whatever is infiltrated every group that exists. Secret societies
needed in the moment but view this authority as have agents everywhere, so if Friend Computer gives
a tool to improve games and not as your personal a vital mission to IntSec or Armed Forces, traitors are
weapon. Be unfair but be unfair fairly. already there and can easily infiltrate and sabotage
the mission. To avoid that, Friend Computer picks six
In the appendix, GMs will find two cheat sheets, one random citizens for Troubleshooting duty regardless
for the rules and one for the setting. If the players of their talent, training or mental stability. You cannot
(or you!) are new to Paranoia, printing these on infiltrate what did not exist five seconds ago!
both sides of one sheet of paper can make a game-
changing handout. PDFs work just as well. But who Some high clearance individuals (mostly Ultraviolets
cares about simple summaries? It is time for deep and Violets) also use Troubleshooters as blunt,
dives into the rules! (No, wait! Do not reach for your indiscriminate weapons. When they need to smack
phone, this will be more interesting than normal down a talented subordinate before they get too
because it is Paranoia!) ambitious, or when they need to take a rival down a few
pegs, they request Troubleshooters for a bogus mission
If you are new to roleplaying games, welcome! There wherever it would cause the most damage. High body
are a ton of online resources for those new to RPGs counts, wide swaths of destruction and near-constant
but here is a quick rundown: reports of treason can ruin a carefully planned plot.
○ You are the Gamemaster (GM), who is a
combination of theatre director, team coach and
referee. GMs describe scenes, take roles as
Mission Objective
Troubleshooters are held to a demanding standard
characters the players do not play and generally
(well, less demanding and more impossible). CPU
enforce the rules.
can handle the minutiae of Troubleshooting duty like
○ Because this is Paranoia, GMs are welcome to
Fire-to-Friendly-Fire ratios and standard deviations
change rules on the fly or ignore them if that would
away from anything resembling success. But the
make things more entertaining.
bigger picture is all Friend Computer cares about, so It
○ The players take roles as Troubleshooters and roll
creates a mission objective that all Troubleshooters in
dice to see how important decisions and actions
that team must achieve or face serious problems.
play out in the scene.

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The briefing officer communicates the objective, Secret Objectives
which players write down on their character sheet Alpha Complex is rife with illegal secret societies,
for when they forget it. In debriefing at the end and boy do they love infiltrating Troubleshooter
of a mission, players will have to vote for one teams. They typically get notified of pending
Troubleshooter (other than themselves) they feel was Troubleshooter missions so they can make sure one
most helpful in reaching the objective. This person of their own gets on the team. Then they give that
earns the coveted Troubleshooter of the Weekcycle Troubleshooter a secret objective. Like the mission
Award; +200 XP Points, +2 Moxie, -1 Flag, +1 clone ones before, this is simply a task the Troubleshooter
(so their clone number decreases by 1) and their must complete for their secret society. Achieving this
picture on the box for Teela-O’s Caffeinated Musli secret objective means the Troubleshooter wins +200
with Xtra Focusol. If there is a tie, the GM picks who XP Points and +2 Moxie. Not achieving it means -100
gets it. Bribery is encouraged. XP Points, -2 Moxie and/or quietly taking them out
back to get shot (-1 clone).
If the objective was not met? Each Troubleshooter
faces a -100 XP Point fine and +1 Flag. (Yes, a
Troubleshooter can become Wanted during debriefing.) Mission Structure
Most Troubleshooter missions have a simple,
Since all this comes from The Computer, they consistent structure. The Computer believes this
are based on what The Computer would consider structure gives its Troubleshooters a sense of
a success. When making a mission, you should soothing reliability regarding their duties in Alpha
look at what is the most important result from Complex. It also has no clue as to what different
Friend Computer’s perspective. Then make an structure would bring the successful mission
objective about that. completion percentage above 14.7%.

Treason: Equal parts betrayal and a damned good time.

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The Troubleshooter mission structure consists of ○ Debriefing: The Troubleshooters return to
six parts: discuss the mission with their superiors and
○ Mission Alert: The Troubleshooters are notified whether the mission objective was met. This
of their mission. This can happen to them can take place at the same briefing room used
individually or all at once if they are together. The earlier in the mission or at a separate debriefing
Computer often sends this alert personally, telling room; similarly, debriefing can be conducted by
the Troubleshooters where to go for briefing and the initial briefing officer or by someone else. As
mentioning a detail or two about the mission this is the last part of the mission, debriefings
itself. The best mission alerts are brief and are often the stage where Troubleshooter
cheerful and sound like they would by no means grudges reach a critical point and the players
lead to violent bloodbaths. let fly with accusations, evidence, hurtful
○ Briefing: A briefing officer presents the mission statements, unsubstantiated claims and
to the Troubleshooter team. This is generally unrestrained laser blasts.
an exercise in vagueness, intimidation and the
promise of great reward. Although the content of When creating your own missions, of course, feel free
briefings differ greatly from mission-to-mission, to change up the mission structure at your whim. This
they must always include a mission objective or structure serves a useful purpose – funnelling players
what needs to occur in order for the mission to along an efficiently deadly path that builds anticipation
be a success. (The objective might be unclear, and resentment until the cathartic tattle-fest bloodbath
confusing or even physically impossible, but it at the end – but you are free to subvert that purpose
must be communicated regardless.) for your own Machiavellian plots, you devious GM you.
○ Mandatory Bonus Duty Assignment: The
Troubleshooters receive (or choose) their Mandatory Bonus Duties
Mandatory Bonus Duties. See the section on
In its glorious wisdom, The Computer has provided
Mandatory Bonus Duties for details of this phase of
additional unique responsibilities for each member
the mission but for now, MBDs assign specific roles
of the Troubleshooting team. Is that not great? Every
within a Troubleshooter team without assigning any
Troubleshooter can feel special and know they are
authority to succeed in that role.
contributing to the success of the team. As Captain
○ Outfitting: Missions typically include a visit to
Alpha often says, ‘Idle hands are a Commie’s workshop!’
one or more service groups (industry groups
within Alpha Complex) for equipment. Usually
MBDs change from time-to-time but these are the
this is Production, Logistics & Commissary
ones The Computer currently prefers. Some briefing
for standard gear and Research & Design for
officers let the Troubleshooters volunteer for the
experimental equipment, but sometimes a
available duties, others assign them based on the
mission calls for, say, unique bot-related items
Troubleshooters’ skills and still others hand them out
from Technical Services or heavy-duty weaponry
randomly. GMs can read the following descriptions
from Armed Forces.
aloud as the Mandatory Bonus Duties are presented.
○ Mission: The mission itself is the longest
However, this bit is important: Mandatory Bonus
phase (aside from some noteworthy cases
Duties assign responsibilities without adding any
of Troubleshooters spending entire sessions
authority or control. The Team Leader must convince
killing each other on their way to the briefing).
the team to follow his lead, not order them to obey.
This is where the Troubleshooters apply the
knowledge they learned in their briefing, carry
out the Mandatory Bonus Duty roles they were
assigned and, with the equipment they received
in outfitting, accomplish the mission objective.

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○ Team Leader: You lead the Troubleshooter CHARACTER
team, taking full responsibility for the group’s
successes and failures! One of the Team
SHEETS EXPLAINED
Leader’s important jobs is deciding on the Each player needs one of these sheets so they can
team’s tactical approach in combat. An even see their Troubleshooter’s stats, skills and more.
more important task is acting as a helpful There are two sides:
advisor to all the other Troubleshooters. ○ The Public Side: This side of the character
○ Equipment Officer: Where the Team Leader sheet contains the information the player needs
leads Troubleshooters, you get to manage the the most, like how good they are at shooting bad
other tools! Your job is to ensure the functionality, guys and how good they are at fleeing when the
cleaning, maintenance, charge levels and proper team decides they are the next bad guy. While
use of the team’s equipment. This includes players should not let others memorise their
weapons, bots, vehicles and anything else the Public side, it is fine if they see it at the table or
team is assigned. Naturally, the Equipment through the wrong link.
Officer is also responsible for any gear that is ○ The Naughty Side: Paranoia is unusual in
lost, stolen, damaged or destroyed. that players will rarely cooperate with their
○ Happiness Officer: The Computer says a happy teammates. In fact, friendly or even unfriendly
clone is a loyal clone and by the coding principle fire is common. That is why there is a Naughty
of variable value equivalence, a disloyal clone is side. It has treasonous data like secret society
an unhappy clone. Put in Infrared terms, all failure membership and mutant power. Players should
is caused by unhappiness. Your job is to ensure NEVER show this side of the character sheet to
the fun and happiness of all team members; anyone other than the GM.
your tools are jokes, songs, games, hugs and
biochemical supplements. Mainly that last one. The Public Side
○ Hygiene Officer: Just as environmental Part 1: Personally
impurities can degrade hardware, so can dirt,
Identifiable Information (PII)
sweat and blood reduce organic efficiency. Your
role is to keep the team as shiny and clean as ○ Name: Each name has four parts. First is fittingly
when they were decanted. Some of the ways their first name like Barry or Levon. Next is the
you can do this involve grooming tools, cleaning security clearance abbreviation: R for Red, O for
solvents and random hygiene inspections. Orange, etc (Infrareds get no letter because they
○ Loyalty Officer: Your job is to uncover signs of are losers. Ultraviolets get the letter U because
treasonous actions, intentions and even thoughts the colour starts with that letter. Simple, no?).
and then either report them or persuade the Then comes the decanting sector, which is where
perpetrators to reform. This duty will keep you they were originally cloned and is represented by
busy, because mutants, secret society members three random capital letters. Last is the current
and disloyal citizens could be anywhere – even clone number. For example, ‘Roy-G-BIV-2’ means
on your team! Seek out and document evidence Roy has Green clearance, comes from BIV
of traitorous activity, even if it does not exist yet. Sector originally and is on his second clone.
○ Media Officer: Dedicated to all media, both social ○ Team Name: The name of their Troubleshooter
and not, your assignment is to provide proof to the team, such as 77G-1 or The Fightin’ Scrubots. You
public that Troubleshooter missions are fun and should make one up and give it to players at some
exciting and not at all a showcase of treasonous point – or not, depending on how often team-
failure! Using your Coretech or other tools, you building requires body bags.
will record, edit and post photos, videos and short ○ MBD: This is the Mandatory Bonus Duty, an
articles that cast your team and its activities in a additional responsibility they get volunteered for.
positive light. Capture fun moments! Share non- This can be assigned before the game or during
classified mission facts! Go nuts with filters and briefing but it is always safe and glamorous – just
tags and maybe your team will go viral! ask the survivors who are being monitored by
Internal Security.

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○ Service Group: This is the industry that the Chutzpah: We told you to look
Troubleshooter works in. There are eight of them: it up. Also, social skills and
Armed Forces (military), Central Processing
Unit (government and bureaucracy), Housing being a devious little prick.
Preservation and Development & Mind Control ○ Bluff: Getting away with lying. Teela-O uses Bluff
(infrastructure and entertainment), Production, to trick traitors into confessing. Lenny-R uses Bluff
Logistic, and Commissary (manufacturing, to say the stains on his jumpsuit are from salsa
stores and restaurants), Power Services (power and definitely not his roommate’s blood.
generation), R&D (research, mostly) and Technical ○ Charm: Tricking and befriending people. Teela-O
Services (maintenance and repairs). Let players uses Charm to help her supervisor feel respected.
pick one if that pleases you. Lenny-R uses Charm to win converts to his cult
○ Buttons: These are things that set a character off before murdering and eating them.
like someone pushing their buttons. The Treason ○ Intimidate: Threatening others for fun and profit.
button is what is so frustrating that it makes this Teela-O uses Intimidate to scare Commies into
citizen commit treason and the Violence button is giving up. Lenny-R uses Intimidate to scare a
what pisses them off enough to make them attack. teammate into shutting up about lighting too many
Roleplaying these can earn players fun points innocent citizens on fire.
called Moxie. These also come into play should ○ Stealth: Hiding yourself or stuff you have. Teela-O
they Lose It (see page 31) from all the stress. uses Stealth to spy on a Commie meeting.
Which never happens. Or else. Lenny-R uses Stealth to hide illegal drugs in his
jumpsuit so he can sell them to toddlers.
Part Too: Productivity Profile
There are four Stats that describe innate qualities Mechanics: Technical stuff such
needed for Troubleshooting duty: Violence, Brains,
Chutzpah (look it up, citizen) and Mechanics. Each
as programming, repairing or
Stat has four Skills of their own, such as Violence’s destroying it ‘by accident’.
Guns or Chutzpah’s Charm. Ratings for both are
○ Demolition: Blowing things up real good. Teela-O
used to set NODEs (how many d6s you get to roll),
uses Demolition to blow up traitors. Lenny-R uses
so higher is better. And guess what? Alpha Complex
Demolition to blow up freeways to make everyone
celebrities Teela-O-MLY and Lenny-R-JRK dropped by
late just because he is running late.
to help explain things!
○ Engineer: Build, repair or sabotage structures
and mechanical stuff. Teela-O uses Engineer to
Brains: Thinking and having repair a hurt scrubot. Lenny-R uses Engineer
paid attention in class. to monkey wrench that poor scrubot to take
pleasure from its pain.
○ Alpha Complex: Locations, people and ‘the way ○ Operate: Use or misuse mechanical stuff. Teela-O
we do things’. Teela-O uses Alpha Complex to find uses Operate to drive an autocar. Lenny-R uses
the briefing room. Lenny-R uses Alpha Complex to Operate to aim a superweapon at the Earth’s core.
find a deadzone to plan terrorism. ○ Program: Write, edit or ruin software (but not
○ Bureaucracy: Paperwork, signatures and The Computer!). Teela-O uses Program to disable
useless procedures. Teela-O uses Bureaucracy illegal door locks on bathroom stalls. Lenny-R
to get a termination code quickly. Lenny-R uses uses Program to make that poor scrubot go
Bureaucracy to hide evidence of XP Point fraud. frankenstein so he can laugh at the body count.
○ Psychology: Understanding how citizen’s minds
work. Teela-O uses Psychology to motivate her
teammates into working harder. Lenny-R uses
Psychology to prey on people’s insecurities.
○ Science: Physics, chemistry, etc. Teela-O
uses Science to find an antidote. Lenny-R uses
Science to mix household cleaners to make a
bomb he’ll use to blow up the Junior Funball
League championship.

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Violence: Physical activity Part the Fourth:
and hurting stuff. Role in Society
○ Athletics: Fitness and physical talent. Teela-O Citizens are happier when they have a purpose, so
uses Athletics to chase traitors. Lenny-R uses this section should make you very, very happy.
Athletics to run away from Teela-O. ○ Mission Objective: The point of your
○ Guns: Shootin’ traitors and stuff. Teela-O uses Troubleshooting mission. This is handed out
Guns to shoot traitors dead. Lenny-R uses Guns by your kind and loving briefing officer and will
to kill his team leader and commit treason unseen never (no, not ever) be impossible to accomplish.
because he hates Friend Computer. Perish the thought.
○ Melee: Fightin’ traitors up close. Teela-O uses ○ Assigned Equipment: The approved gear you
Melee to punch Commies. Lenny-R uses Melee to have on your person to help you reach your
shiv innocent pensioners. mission objective. It includes a space for the item’s
○ Throw: Funball pitching but also grenades. Level or how many dice they add to a NODE. Do
Teela-O uses Throw to lob a grenade at a rogue not carry any gear above your security clearance!
bot. Lenny-R uses Throw to fling his gun at And especially do not list those illegal items on the
someone because he is that stupid. back of the sheet! Hint hint, nudge nudge.

Third Part: Wellness The Naughty Side


○ Flags: Their level of loyalty in Alpha Complex. ○ Secret Society & Secret Objective: Belonging to a
Troubleshooters start off as Fine but, as they get secret society is treason and will get you terminated.
Treason Stars, they can go to Greylisted, Restricted, This is where you write down which secret society
Citizen-of-Interest (C-of-I) and then finally Wanted. you belong to. You will also write down any secret
○ Moxie: A metacurrency (meaning points that objectives given to you by your society to accomplish
only exist in the rules) that lets players sabotage during a Troubleshooter mission.
their teammates’ dice rolls, get help from allies ○ Mutant Power: Having a mutant power is treason
(i.e. not teammates) and use a mutant power. and will get you terminated. This is where you write
Troubleshooters start with 8 Moxie (the maximum) down which mutant power you have and maybe a
and more is earned by roleplaying those Buttons reminder of what it does.
or whatever your mercurial and cruel soul deems ○ Treasonous Equipment: Here is where you will list
worthy of behaviour conditioning. any gear that is illegal either because your security
○ XP Points: This is not money! No siree! Instead, clearance is too low or the item is so messed up
it is a social credit system where supervisors and that it is always illegal to possess.
peers can rate each other on how loyal and good ○ Evidence Against Traitors: Terminating
they are. Sure, you can trade XP Points for goods teammates is great fun but so is blackmailing them
and services, and you receive XP Points for being into helping you. Here you can write down any
volunteered at a Volunteer Centre that acts a lot evidence you collect against traitors, even if that
like a business, but it is definitely not a currency. evidence has been faked. Hint hint, nudge nudge.
Wounds: Your level of physical health. You start ○ Favours: Space to remind yourself what favours
off as Fine but as you get wounded, you can go you have requested
to Hurt, Injured, Maimed and then finally Dead.
(But not Dead-Dead. We will explain that later.)
These injuries decrease your NODE (the number
of dice to roll) because you are weak and won’t
try harder. Jerk.

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CHARACTER CREATION Step B: Set Skills and Stats
Many times, it makes sense for you to create pre-
5. Set your Guns Skill at +2: All players start with the
generated Troubleshooters and hand them out to
same Guns rating so they have an equal chance
players at the start of the game. That said, players
at ‘missing’ a fleeing Commie Mutant Traitor and
love to feel some modicum of control in their lives and
‘accidentally’ hitting a teammate in the back.
enjoy making their own characters. Here is how to do
6. Set all the +1 and -1 Skills: Start by picking one
that in 18 easy-to-follow steps. (As the GM, you could
player to begin this process. Anyone will work.
make pregens this way or just slap down whatever
○ Player 1 picks any empty Skill (right now that
numbers and words make you chuckle.)
means any besides Guns) and assigns +1 to
it. If a player had picked Science, they now
Step A: Create Some Personally have Science +1.) This means they are barely
Identifiable Information (PII) competent in Science since positive ratings can
go up to +5.
1. Create a Name: Players need to pick a clone ○ The next player clockwise takes that same skill
name, i.e. a normal first name. Then you assign at -1. (Ex: Science -1.) This means they are
them their security clearance initial (usually R for a bit incompetent in Science since negative
Red), decanting sector (any three random letters) ratings can go down to -5. You should clarify
and clone number. Start everyone at #1 unless that the negative is due to Player 1’s choice so
you have any old grudges with players to work they start to resent each other. (Do not worry,
out. They will pay for their insolence. that is a feature in Paranoia.)
2. Pick a Service Group: Let players look at the ○ Continue going clockwise through the group
CPU Service Group Table. They must pick one until each Troubleshooter has one skill at +1
and write it down on the Public side of their and another at -1 (and Guns +2 of course).
character sheet. Wait on applying service group 7. Set all the +2 and -2 Skills: Pick a different
modifiers in that table since there are no Stats or player to start with. Then go around clockwise
Skills to adjust yet. and do the same but with assigning one +2 to an
3. Create two Buttons: Players need to create a empty Skill and -2 to another empty Skill. After
Violence button and a Treason button (see page this, everyone should have five Skill ratings: +2,
24 and 25). You should make sure each button is +1, -1, -2 and good ol’ Guns +2.
an observable thing, i.e. it can be witnessed by 8. Keep assigning Skill ratings like this: Go with
characters in the game. That way, you know what +3/-3 next, +4/-4 after that, and finish with +5/-
to look for that can press their buttons. 5. Keep picking a new player to start. After this,
4. Skip Team Name and MBD for now. You (the everyone should have six positive Skills (those at
GM) assign these at the start of a mission but 1–5 and Guns +2) and five negative Skills.
you are in charge and can set those now if you 9. Set all remaining Skills at 0: No plus, no minus,
want. The team name is just about anything you just a big goose egg in all empty Skills.
think is clever; see page 14 for more information 10. Set the four Stats: Tell the players to look at
on Mandatory Bonus Duties. the different Stat boxes on the character sheet
(Brains, Chutzpah, Mechanics and Violence) and
the four Skills listed below each. To set a Stat’s
rating, count the number of Skills below it that
have any kind of positive rating (not negative nor
zero). If a player has Bluff -1, Charm +3, Intimidate
+1 and Stealth 0, their Chutzpah would be 2.

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Step C: Focus on Naughty Stuff Step D: Finish Up Already
11. Pick a Secret Society: Let players look at the 15. Players give their Troubleshooters 8 Moxie and
IntSec Secret Society Table on page 22. Players 200 XP Points.
must pick one of them for their Troubleshooter 16. Leave the Wound and Flag sections alone.
and write that down on the Naughty side. This will 17. Skip the Mission Objective for now: You will
impact some Skills when everyone gets to that part. assign this during the mission briefing.
12. Pick a Mutant Power: Let players look at the 18. Have each player write down the following
R&D Mutant Power Table below. Players must under Assigned Gear: Red laser pistol and Red
pick one of them for their Troubleshooter and reflec armour.
likewise write it down.
13. Apply the Service Group Skill Modifiers: Each
service group provides +1 to one Stat and -1 to
two Skills. For example, Armed Forces gives +1 Some players and GMs do not like adding
Violence, -1 Science and -1 Charm. If a player had competition into creating characters. That
Violence +1, Science +3 and Charm +1 already, is fine! If you really want a more boring
they would now have Violence +2, Science +2 way to do this, each player assigns +1
and Charm 0 after years of volunteering for Armed through +5 to five Skills and -1 through -5
Forces. Stat and Skill limits are +5 and -5; any to five other Skills. The rest of the rules
unused modifiers are simply lost. Hey, do not be so apply: A player takes Guns +2, counts
incompetent at planning next time. positive Skills to set Stats and the rest. Of
14. Apply the Secret Society Skill Modifiers: course, there is nothing wrong with the GM
Likewise, a player’s secret society impacts Skills. It creating pregens to try and make the game
does not impact Stats. One gets +2 added to it while end on time for once.
the other gets -2. The maximum is still +/-5, just like
with Stats. If a player picked PURGE as their society
and they have Demolitions +4 and Stealth +5, they
would now have Demolitions +5 (remember, cannot
go higher than that) and Stealth +3.

What happens if someone picks a Skill


for themselves but the clockwise player
already has a rating for that skill? How do
you give -2 to Bluff if someone already has
Bluff +3? Simple: The player goes to the
next open Skill downwards, moving to the
next Stat’s Skills to the right if needed. If
you have Bluff +3 but are told to take Bluff
-2, and if you have Charm unassigned, then
you would have Charm -2. If all Chutzpah
Skills have ratings already, you would start
with the first Skill under Mechanics and
keep going down the line. (Violence leads
to Brains to complete the circle.)

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CPU’s Service Group Table
SERVICE GROUP PURPOSE STAT MODIFIER SKILL MODIFIERS
-1 to Science
Armed Forces Fight battles to protect Alpha Complex +1 to Violence
-1 to Stealth
-1 to Guns
CPU Run the government and analyse data +1 to Brains
-1 to Operate
-1 to Throw
HPD&MC Create rooms, entertainment and propaganda +1 to Chutzpah
-1 to Intimidate
-1 to Engineer
IntSec Enforce laws and terminate traitors +1 to Violence
-1 to Charm
-1 to Athletics
PLC Create and distribute items including food +1 to Chutzpah
-1 to Program
-1 to Melee
Power Services Generate power and maintain the grid +1 to Mechanics
-1 to Demolitions
-1 to Operate
R&D Invent things to improve life and fight traitors +1 to Brains
-1 to Alpha Complex
-1 to Psychology
Technical Services Create and repair machinery including bots +1 to Mechanics
-1 to Bluff

IntSec’s Secret Society Table


SECRET SOCIETY PURPOSE SKILL MODIFIERS
+2 to Intimidate
Antimutant Kill mutants and stop chemicals in food and drink that cause mutations
-2 to Bluff
+2 to Stealth
Communists Turn Alpha Complex into a communist utopia for the people
-2 to Charm
+2 to Program
Corpore Metal Humans are obsolete so track bot stats like footballers
-2 to Psychology
+2 to Throw
Death Leopard Rock out, get wasted and cause a lot of mayhem (and get away with it)
-2 to Engineer
+2 to Psychology
FCCCP Worship The Computer as God and punish heathens and heretics
-2 to Science
+2 to Melee
Frankenstein Destroyers Bots are evil and should be destroyed, but are you secretly an android?
-2 to Program
+2 to Bluff
Free Enterprise Gangs that sell anything to anyone for the right price
-2 to Bureaucracy
+2 to Operate
Haxxor Information and Friend Computer must be under human control
-2 to Melee
+2 to Science
Psion Humans are obsolete so blindly obey your mutant masters
-2 to Athletics
+2 to Demolitions
PURGE Weekend warriors set on destroying everything and starting over
-2 to Stealth
+2 to Bureaucracy
Romantics Pre-Whoops life was way better despite knowing nothing about it
-2 to Intimidate
+2 to Athletics
Sierra Club Lovers of nature who are eager to kill to protect it
-2 to Alpha Complex
There is no Illuminati secret society, and there never was. Fnord.

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R&D’s Mutant Power Table
MUTANT POWER PURPOSE WARNINGS
Adrenalin Control Impressive bursts of strength and speed Can lead to aggression and wounds
Charm Win friends and influence people against their will Can backfire and make people despise you
Corrode Turn metal into a warm, ashy goo Rarely affects your own hands, hardly ever
Cryokinesis Create severe cold, even freeze things Oww, brain freeze!
Electroshock Shoot a bolt of electricity from your fingertips Might short-out electric devices nearby
It can block air, so how long can you hold
Force Field Project a 1-metre circle of invisible protection
your breath?
Hypersenses Turn the normal five senses up to 11 Overstimulation puts it mildly
Invisibility Go invisible, including your clothes and gear Ewww, only the skin went invisible
Can backfire and make bots and The
Machine Empathy Bots and even The Computer can obey you
Computer hate you
Mental Blast Damage someone’s brain from a distance Can be reflected back at your own mind
Pyrokinesis Create severe heat, even light things aflame Oww, 2nd-degree burns!
Telekinesis Move things with your mind Move everything except the thing
Telepathy Speak silently to others mind-to-mind Did you just broadcast your own thoughts?
It is easy to forget to bring clothes and gear
Teleport Bamf yourself to a new location you can see
along for the ride
X-ray Vision See through metal, flesh and similar materials Well hello, ocular melanoma!

Don't be a Lenny–R, be a Teela–O!

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VIOLENCE BUTTON IDEAS
• Being mocked over something out of your control.
• When you receive a fine for 150 XP Points or more.
• A bad guy (or bot) gets away on your watch.
• Complaining about people with higher security clearances.
• Very long queues.
• Going from Fine to Injured in one roll.
• Someone gets promoted and you do not.
• Being ignored when you have something vital to share.
• Sudden, very loud noises.
• Wasting food, especially Hot Fun or Cold Fun.
• Cannot get through the door but must get through the door.
• Feeling like you are suffocating.
• Being told to be happy when you are at maximum happiness.
• The smell of expired soylent.
• Sleep deprivation.
• Something is on fire and no one is putting it out.
• The lights go out.
• Someone makes you bleed your own blood.
• Losing assigned gear.
• Someone bullying the weak and powerless.

Which one of you... Stop killing each other in the lineup!


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TREASON BUTTON IDEAS
• Stuff kept behind unlocked doors.
• In a large crowd where cameras cannot see you.
• The thing you really need is just sitting there.
• You’ve been bored for almost 10 minutes straight.
• A higher clearance citizen acts like they are perfect.
• You are all alone, even just for a moment.
• A citizen mocks you in front of others.
• Someone does not value the important things they have.
• Seeing some pills that might create a nice psychedelic trip.
• You are treated like an idiot.
• A lower clearance citizen trying to get your attention.
• You are almost out of time to finish something.
• It is not just dirty but absolutely filthy.
• Something is close to falling over and breaking.
• A citizen has much nicer things than you.
• Seeing a mutant power in use.
• The lights go out.
• Someone was a prat to you just to be a prat.
• Justice was blocked by a rich and powerful citizen.
• There is a chance to bully someone weaker than you.

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CHARACTER IMPROVEMENT
For when the GM and players want to run through a
Paranoia campaign, here are ways to ‘level up’ and
improve characters between missions. And if this is a
one-shot, the GM can use Upgrade Points as a score
to see which player won the game. Yeah, we know.
You cannot win at a roleplaying game. Screw that, Meeting the mission objective earns all
let’s decide who wins and who loses! Remember, Troubleshooters +1 UP but players will still
competition is only bad if you are weak and lazy. vote on which player did the most work to
reach it (and the winner gets +200 XP Points,
+2 Moxie, -1 flag and +1 clone). Do not forget
Earning Upgrade Points about secret objectives, too. (See page 13.)
To improve Troubleshooters, players need to spend
Upgrade Points (UP). To get some, Troubleshooters
need to reach debriefing and not be dead-dead.
Then, depending on your behaviour, GMs can give ○ 3 UP: Improve one Stat by +1 (max 5). This adds
them 1–3 UP. NODE +1 to all Skill rolls using that Stat but does
○ +1 UP to each Troubleshooter who made it to not impact the Skill ratings themselves.
debriefing (even on the last clone). ○ 1 UP: Improve one Skill by +1 (max 5). This does
○ +1 UP to each Troubleshooter if the team not change the governing Stat.
achieved their mission objective given in briefing ○ 1 UP: Gain another clone (i.e. get a 7th clone or
(no matter who met the objective). more). Only Troubleshooters get this option since
○ +1 UP to any Troubleshooter who the team votes their job is so dangerous and this lowers your
as Troubleshooters of the Weekcycle. current clone number. (Roy-G-BIV-6 spent 2 UP on
○ Troubleshooters who are dead-dead have nothing two new clones, so he is now called Roy-G-BIV-4.)
left to improve, so their players only get mocked
and belittled as they should. Dying on a mission is
always a choice, Troubleshooter!

Troubleshooter of the Weekcycle is an award given


to those who were most loyal and effective in the
mission, and winning Troubleshooters get featured
in the show Death, Combat & Genocide Variety Hour
and even get to meet Alpha Complex’s greatest hero,
Captain Alpha! The debriefing officer (i.e. you) will
go through Troubleshooters one at a time and ask all
players to openly vote on whether that Troubleshooter
should receive the award. Whoever gets the most
votes gets the award and one extra UP. Ties mean the
tying Troubleshooters each get one UP.

Spending Upgrade Points


UP can be spent to improve your Troubleshooter
in several ways. Note that players can spend UP
however they want, so if someone has 3 UP, they
could spend all three for one improvement or buy
three that cost 1 UP apiece. UP can be saved for
later but they can only be spent during debriefing
scenes. Any player who suddenly decides they want to
upgrade Guns just before attacking the Commies gets
points for trying but that is it.

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THE RULES Violence 2 and Guns 3, the player would have NODE
When a Troubleshooter tries to do something 7 (2+3+Computer Dice) and therefore would roll six
interesting, important or easy to screw up and kill dice when trying to shoot their loyalty officer in their
people they never met, they have to roll dice to see if smug, stupid face. If they shot using a Lvl 1 laser rifle,
they are successful or a traitor who failed on purpose it would be NODE 8 instead.
because they hate The Computer and petbot puppies.
Here is how a Troubleshooter can do a thing: Which Stats and Skills are best? That’s completely up
1. A player explains how they want their to you and players cannot complain without suffering
Troubleshooter to do the thing. Reward crazy, consequences that you set (THE POWER FEELS
entertaining actions and scoff loudly at anything SOOOOO RIGHTEOUS!). Sometimes, this is easy
boring or worse – sensible. to figure out; shooting a trusty laser pistol at a fleeing
2. The GM sets the Difficulty, or the number of terrorist is likely Violence+Guns. But feel free to
successes needed to do the thing. The GM can explore different combinations! Running while shooting
share this info or jealousy hoard it so they can make could be Violence+Athletics; an ambush could require
up any result and the players will never realise it. Violence+Stealth; and shooting a traitor in a crowd of
3. The GM picks a Stat and Skill that is either most loyal citizens while actually caring about innocent lives
relevant to doing the thing or the worst possible could be Brains+Guns. You should go with whatever
combination so the player gives you a ton of side- combo makes this player whine and the others cheer.
eye. This number is the player’s NODE, which is
how many dice they get to roll to do the thing. Because Troubleshooters can have negative Skill
4. The player adds any dice from equipment and ratings, sometimes a player winds up with a negative
one Computer Dice. Equipment gives a number of NODE such as Violence 2 and Guns -4 creating
dice equal to their Level (so Lvl 3 = 3 extra dice). NODE -2. In this case, the player still rolls 3 dice
No matter what, come HEL Sector or high water, a (2 + the Computer Dice). But any failed dice (1–4)
player ALWAYS rolls the Computer Dice. Always. subtracts a successful dice (5–6). If the three dice
5. The player rolls their NODE dice and counts any came up 3, 5 and 5, the player would only have one
dice showing a 5 or a 6 as a success. If the player success (the 3 cancels out one of the 5s).
rolled successes equal to or above the Difficulty,
they do the thing. If not, or if the GM is feeling bitter, Difficulty Ratings
they fail the thing. If the Computer symbol shows on The Difficulty is how many successes are needed to
the Computer Dice, it counts as a success. do the thing correctly. Easy is DIFF 1, so only one
6. If they roll the Computer symbol, Friend successful dice is needed to succeed; Average is
Computer suddenly pays attention to the whole DIFF 2; Hard is DIFF 3; Very Hard is DIFF 4; and No
area! Treason Stars make it easier to roll that Seriously This Is Super Hard (NSTISH) comes in at
symbol (see page 45). DIFF 5. You pick the difficulty rating you feel either 1)
7. Players spend 1–5 Moxie messing with the makes the most sense given the scene or 2) has the
results. Once the dice have been cast, GMs biggest chance at making the player fail spectacularly
must ask the players if anyone wants to change and hurt their teammates to create resentment that
successful dice into failures or the other way around. leads to internecine warfare. But hey, maybe the dice
Players can spend 1-5 Moxie to change that many won’t hate them this time? (Famous Game Designer
dice. The rolling player gets to do this, too. tip: Dice always hate us.)

Setting the NODE The Computer Dice


A NODE is the size of a dice pool, i.e. how many dice Friend Computer always watches its citizens but
a player rolls for a given action. This is set by adding because that leads to collecting more data than It can
together one Stat and one Skill that you choose for the handle, It has to rely on actions triggering filters so It
player. Then they add any bonuses from equipment knows what to pay attention to. In the game, this is
and always add the Computer Dice. If you said it represented by the Computer Dice. (Yes, there is only
was a Violence + Guns roll and a Troubleshooter had one die. Yes, we write dice. Deal with it.)

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If the Computer symbol shows up on the Computer Example of the Core
Dice (or a 6 if using a regular die), then something Mechanic in Action
was flagged and Friend Computer is now paying very
GM: You found your briefing room but there’s an
much attention to the area where the Troubleshooter
Orange clearance guard refusing to let you in. Your
is (not just the Troubleshooter who rolled but anyone
Coretech kindly reminds you that you’re 20 minutes
nearby). You can then decide what type of lesson or
late and XP Point fines are accruing.
correction Friend Computer thinks is best. And again,
the Computer Dice counts as one success if a 5 or the
Greg: Guards don’t scare me! I butter him up so we
Computer symbol shows up.
can get inside, but I also ready my laser pistol.

Moxie GM: That sounded like Chutzpah+Charm until you


Players can spend Moxie to turn failed dice into mentioned a gun, so roll Chutzpah+Intimidate instead.
successes – or successes into failures. Each player (The GM secretly settles on DIFF 2 for this roll and
can spend up to 5 Moxie on a given roll (that includes doesn’t share that with Greg.)
the rolling player who spends BEFORE the other
players get to spend theirs. Try not to overspend!). Greg: With Chutzpah +1 and Intimidate +3, I have
This is done publicly so everyone knows who that NODE +4. Plus the Computer Dice for 5d6. Here we go!
player is screwing over. Just remind players to watch
out for Losing It (see page 31). GM: Let’s see. You rolled 2, 2, 3, 5 and 5 on the
Computer Dice. You got two successes, which
GMs Don’t Roll matches the difficulty. Now, does anyone want to
Yes, you read that correctly. In this game, the GM spend Moxie to change things?
does not roll dice. Then how do you know what NPCs
do? That is up to the players’ rolls and your own Eric: <nods to the GM, reaches for a successful dice
twisted mind. You react to their dice and use the result and silently turns a 5 into a 1. Then he takes away 1
to decide what the NPCs manage to do. As a general Moxie from his character sheet.>
rule, Troubleshooters receive one consequence
(wound, Treason Star, correction, etc.) for each Dan: Nah, I’m good.
successful dice they lack. If a player faces DIFF 3
outside of combat and only gets one successful dice, Greg: Oh, I see. Someone doesn’t want this mission
they get two consequences like a 50 XP Point fine and to succeed. You will pay, Eric.
a Treason Star or two Hurt wounds. Consequences
are solely your choice, so do not listen to players who Eric: Uh, no way! Dan did it. I saw him. I was only a
beg unless you want to. mirage.

Dan: Like hell! You even smiled when you made him fail!

Greg: I pull out my laser pistol and attack.

GM: Do you attack Eric’s Troubleshooter, Dan’s


Troubleshooter or the guard?

Greg: YOU WILL ALL DIE FOR YOUR INSOLENCE!


But I’ll start with Eric.

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Using Equipment XP POINTS
During the game, Troubleshooters can be assigned As part of the Great Hotfix (see page 60), The Computer
gear, experimental devices and more. Some might turned the XP Point currency system into a social credit
work. Some might blow up thanks to user error and system where each point is an official ‘Hey buddy, thanks
never because they were poorly designed and built. for the nice job’ from other citizens or Friend Computer.
Overall, equipment can help players have more dice to The more XP Points you have, then the more trusted you
roll and comes with some nifty effects. must be because everyone is taking the time to thank
you. And the more trusted you are, the more you should
All equipment includes a Level (Lvl) rating. Players be able to own. That is why citizens can still effectively
add that many dice to their NODE for any action using purchase goods and services with XP Points –
that equipment. A laser rifle is Lvl 1 so add one dice that payment is really official thanks for the hard work
to the NODE (on top of the Stat and Skill numbers). citizens put into making the goods or services.
Levels are always positive and can be added to a
negative NODE if you can do math. (NODE -1 plus a How do Troubleshooters earn XP Points? Mostly it
Lvl 1 laser rifle means NODE 0, which in turn means comes from their volunteer work (AKA service group
the player only rolls the Computer Dice because that jobs). Each volunteer gets XP Points weekly based on
is always rolled. Always.) lots of factors like how likely they are to go postal over
low wages. Sorry, that was a mistake. Low thankyous.
Success vs. Treason Effects While XP Points are not considered currency
Every item Troubleshooters can use also has two anymore, they are functionally identical. Just do not
special effects: A Success effect (S) when the roll say that to Friend Computer or you will wind up with
meets or beats the Difficulty (i.e. they used the item several cauterised laser shot wounds in your face.
correctly) and a Treason effect (T) when the roll fails
(i.e. they failed to use the item correctly, which is Dark Web and Black Markets
obviously some kind of sabotage because bad luck is Since there is no official currency in Alpha Complex,
a myth promulgated by terrorists). As the GM, you are does that mean there is no underground black market?
encouraged to modify, ignore or apply these effects –
whichever makes the players groan and laugh. Nope. In fact, there are many.

For example, a Light Emitter Disguise Kit has, ‘S: +1 Traitors sometimes set up physical black markets,
Treason Star to anyone saying you are not a lamp typically in the Underplex or on the dark web (yes,
| T: Cannot act until something hits you because Alpha Complex has a dark web just like real life).
lamps don’t move’. If a roll has DIFF 2 and the player Citizens can browse questionable merchandise and
rolls 2+ successes total, then you would apply the trade using their XP Points. The dark web is home to
Success result. That Troubleshooter is now officially many illegal sites and files, and that certainly includes
classified as a lamp and anyone saying otherwise a digital black market for more XP Point spending.
gains a Treason Star. If the player got one or no Such online shopping even includes rapid shipping so
successes, you would apply the Treason result. That players do not have to wait for several real-time hours
Troubleshooter stands still while everyone wonders before getting the ill-gotten toys.
why they are wearing a lampshade as a hat.
Why does Friend Computer permit black market
Some equipment, like Red laser pistols, are so shopping? It does not. XP Points spent in black markets
common and basic that they have no Success nor get digitally laundered and end up in a blockchain
Treason effects. ledger as, ‘Giving thanks to a loyal citizen’. Big C wants
citizens to thank each other as positive reinforcement
for loyal behaviour, so treason filters overlook them.
Also, many High Programmers and Violet clearance
citizens enjoy black markets, especially their
commissions. This all means Troubleshooters can
spend their hard-earned XP Points on treasonous
equipment without being immediately arrested. Is that
not a tad convenient? Sure is. What, game design
cannot be convenient?
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CORETECHS and APPS MOXIE
Every clone has a brain implant called a Cerebral Moxie is a metacurrency, meaning they are points
Coretech, which provides an augmented reality given by GMs to reward players (not characters)
display, vitals monitoring and communication and doing fun and interesting things. While it represents
recording capabilities. It also keeps a cloud backup of a Troubleshooter’s stress levels (think of each point
everyone’s personality and memories for implanting as a spoon in Spoon Theory), its real purpose is to let
into their next clone. players commit more treason. All Troubleshooters start
a game session (not necessarily a mission’s start)
A Coretech’s always-on heads-up display supplements with 8 Moxie and these can be spent to commit some
what a clone sees by adding – or sometimes redacting delicious treason. Tasty!
– information. Such data includes citizen names,
Treason Stars, object identification, map route-finding Earning Moxie
arrows, tutorial videos and more. All citizens can view
There are three ways a player can earn Moxie from
other citizens’ Treason Stars displayed above their
the GM:
heads so they know who to shun and avoid.
1. Voluntarily roleplaying their character’s
Violence and Treason buttons. If a player
In addition to accessing information and
voluntarily acts out one of their buttons when
propagandatainment from approved databases, social
that makes sense to you, give them two points of
media and video streams, Coretechs allow clones to
Moxie (maybe more if it was really funny).
download apps that enhance their abilities, including
2. Making people laugh or being entertaining.
skills and improved sensory capabilities. These are
This is a game, so it should be fun and enjoyable.
always perfectly designed, so any rumours of brain
Reward players who add to the fun with one or more
haemorrhages or wetting oneself are treason. Data
points of Moxie like treats are used to train dogs.
is conveniently stored in the clone’s own grey matter.
3. Whenever you want to reward behaviour.
(Sudden forgetfulness is a sign that your memory is
Remember how Paranoia GMs have powers but
filling up.)
also responsibilities? Part of that includes making
sure players are enjoying the game. You can dole
Clones can talk privately to The Computer via
out Moxie to reward proper Paranoia behaviour (like
Coretech by thinking hard and getting answers
backstabbing and blackmailing). Once the players
directly in their auditory processing centre. They
figure out what earns Moxie, they will be all over it.
can also send short messages to other clones
anywhere in Alpha Complex in the same manner, so
Technically there is a fourth way: Lose all Moxie, die
Troubleshooters can talk to each other as long as they
and come back, as that brings the citizen back with 4
are close to Alpha Complex. Coretechs also handle
Moxie only. This applies whether the Troubleshooter
audio/video recording activated by eye movements.
died in the line of duty, in the line for snacks or by
having no Moxie left and Losing It (see page 31).
If The Computer can look and hear through any
citizen, how does anyone commit treason? Two ways:
Deadzones and clutter. Spending Moxie
○ There are spaces within Alpha Complex where the Players can spend 1–5 Moxie at a time for any of these
network cannot reach (on accident or purpose). four effects. Just remind players that if they end up with
These are called deadzones and Coretechs do not no Moxie left, their character Loses It and aggressively
work there. Nothing can be recorded or seen by acts out one of their buttons (GM’s choice) until death.
Friend Computer, and comms do not work either. 1. Flip a successful or failed dice: Turn a
Deadzones are called that because scrubots keep successful dice that has been rolled already into
finding dead bodies in those areas. a failed dice or failed one to a successful dice.
○ Millions of citizens out there have Coretechs This is done publicly in hopes that blood feuds
running 24/7, resulting in petabytes of new erupt. Players can change one die for each point
recordings every weekcycle. Who has the time to of Moxie spent (up to five). The rolling player gets
go through all that clutter? Even with automatic to do this, too. You can turn a Computer symbol
filters in place, The Computer and Its minions (which is a success) into a failure, but you cannot
simply cannot catch all the treason being recorded. take away Friend Computer's loving attention nor
Many a traitor avoided the firing squad simply by make that happen with Moxie.
being overlooked in a sea of data.
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What a remarkable co-incidence that Internal Security arrived just now.

2. Using a Mutant Power: Every Troubleshooter has For favours, a player can ask for anything they want
a mutant power and it costs 1–5 Moxie to use it – but you decide what they get and when they get it.
(more Moxie means bigger results, good or bad). Just make sure it is slightly useful; players will stop
Players must send you a note or text with the spending Moxie on favours if these quickly become
mutant power’s name, how much Moxie is spent painful lessons in what not to do. Pro-tip: Let the
and the target (like Cryokinesis, Bill, 3). Then you first and/or second favour request work amazingly
tell him to make a cover roll (see page 42) to help well for that player. That will motivate the others to
hide its use from the others. use favours, which you can then crush as you laugh
3. Calling in a Service Group favour: Each player maniacally and mock their sad faces.
can discreetly message their service group (like
IntSec or CPU) from their Coretech. By spending Losing It
1-5 Moxie, that player gets assistance from their Remember how Moxie reflects a Troubleshooter’s
service group in a way related to the group’s stress level? If a player ever runs out of Moxie, their
industry: Armed Forces provides military help, Troubleshooter snaps from the stress (no spoons left)
HPD&MC provides propaganda help and so on. and Loses It. The GM picks one of the two buttons,
See each service group’s description (on page 84) and the player must take it to a wildly aggressive
for ideas on what different favours might cost. extreme. If their Violence button is a long, seemingly
4. Calling in a Secret Society favour: Each player endless queue, that Troubleshooter would hunt down
can also discreetly send a message (just not people waiting in long lines and berate or attack them.
through the Coretech!) to their secret society
requesting some definitely illegal help related to A Troubleshooter calms back down when either you
that society’s purpose: Antimutant can provide give them a point of Moxie (so they can stop hogging
violence, Haxxor can hack systems and so on. all the attention) or they die. Hard to be grumpy when
See each secret society’s description (starting on you are dead. Troubleshooters who die this way come
page 93) for recommended favours and again, you back with 4 Moxie because, for some reason, citizens
decide how long it takes for the traitors to show up find death, rebirth and being back in the field within
and do something. minutes to be disquieting.

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COMBAT Attacking
In many roleplaying games, combat is a complicated To attack an enemy (like a teammate), the player first
affair with modifiers for damage types, range, terrain, explains what they want to do. Use that to set their
species, class, armour, mood, windspeed, declination NODE by picking a Stat and Skill combination you
of the Moon, GM irritability, phone calls that player feel fits best given what the player explained. Then
made during the game and sometimes Boxing Day. add a number of dice equal to any equipment’s level
However, this is Paranoia where things are a bit (Red laser pistols are so simple they do not add any
different because they are, frankly, better. dice). Always add the Computer Dice. Always. Lastly,
set the difficulty (usually between one and three but
can go higher) but do not share that with players.
Initiative
This helps you change things should the dice dare
When deciding who goes first during combat, The
interfere with your vision.
Computer always goes first. Always. Next, look at
security clearances. Through the ubiquitous Coretech
brain implant, Friend Computer throttles a citizen’s
nervous system depending on how much It currently
trusts them. That is why Ultraviolet clearance goes
right after Friend Computer, followed by Violet, then
Indigo and so on down to the ones that always go
last: Infrareds.

Does this mean GMs can cancel a winning


Within a clearance’s initiative, all actions are
roll or cause damage without rolls? Sort of.
simultaneous. That means a team of six Red clearance
Troubleshooters will all go at the same time and cannot
GMs have the power to alter, ignore or
dodge any of their attacks against each other (two
celebrate any rule as the game progresses,
Troubleshooters shooting each other would both hit
but be warned: Players will not enjoy the
if both rolled well). Pick one Troubleshooter for any
game if their rolling does not matter and their
reason that makes your dark heart grin, then go in a
enjoyment is a big reason why GMs run games.
clockwise direction until everyone has a turn that round.
Use your power wisely. Make sure players are
Then mix it up next round by starting with a different
having fun, not just you, and that you change
player and going clockwise.
things when that helps everyone enjoy the
game more. Lastly, remember that people
Some competitive players might find comfort in going
matter more than our games. If the players are
sooner than the teammates who want them dead. In
getting frustrated, change how you do things
those cases, they can bump their initiative to the
so they get back to having a blast.
next clearance level (like Red to Orange) by taking
a -1 NODE penalty to the upcoming roll for rushing to
go first. This can be done up to five times in a given
roll, meaning a Red Troubleshooter could go at Indigo
with -5 to their NODE that turn. The player does not
have to explain what their action is ahead of time Once this is done, compare the number of successes to
unless the GM says that is needed. the difficulty as usual to determine if the attack landed.
If the Computer symbol is rolled on the Computer Dice,
Because all players can take that NODE-based The Computer suddenly decides to pay attention to
reckless trade-off, this might lead to an arms race everyone in that area and can act first next round if It
where one player bumps to Orange, so another goes needs to. Do not forget that flags like C-of-I can make
to Orange as well, which makes the first one go to rolling the Computer symbol a lot easier.
Yellow, and so on until both have -5 NODE. If this
happens, try to contain your glee, as this is totally not
a thing planned by the designers.

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Don’t burn your bridges. Bridges are flame-proof. Use high explosives.

Defending Wounds
The only way to really defend against an attack is to Although exceedingly rare, sometimes a
go before the attacker, because there is no defence Troubleshooter gets wounded when hunting down
quite as effective as killing the bastards before they terrorists. It is rare because it is way more likely
can even aim (that is why going earlier in initiative that Troubleshooters get seriously hurt by other
is so useful). Armour takes away successes, -1 per Troubleshooters, briefing officers, random Infrareds
Level, to decrease damage or even block the attack. with more muscles than brains, bots, things that live in
And because we know your players will ask, they the darkness, experimental Bouncy Bubble Beverage
cannot dodge a laser without moving faster than light, flavours and a whole lot more.
so good luck with that.
Because GMs do not roll in Paranoia, how can GMs
Area Effects, Conditions know if an NPC hits a Troubleshooter? By looking for
failed rolls. Anytime a player does not at least match
and Movement Squares the difficulty of a roll in combat, they get a wound.
HAHAHAHAHA no. Paranoia combat is meant to be Should you give worse wounds for ridiculously bad
quick and fatal, not full of modifiers and rules to look rolls? Sure! Anything that puts Troubleshooters at a
up. Not that we are mocking not-fun RPGs that do disadvantage sounds good to us.
that. Detailed combat rules are not the wrong way to
have fun, just the wrong way for this game.

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When a Troubleshooter faces damage from combat GM: Lose 25 XP Points for asking a stupid question.
or eating a questionable Eggiez(TM) Legally-Not-Egg
sandwiches, there are five wound levels to consider. Lily: Whatever. <Rolls> Sweet! That’s three successes!
Because they represent physical wounds, these can
affect your NODEs. (It is harder to cut the blue wire GM: It was DIFF 2. Two successes match the DIFF, so
when both hands are cauterised stumps.) that’s one Hurt wound. You have an extra success, so
○ Fine: The default state. Uninjured. Not worth Hurt gets turned into Injured. But skinnersticks cause
mentioning. Why are you even reading this? -1 Moxie per wound, so the Infrared clone winces at the
○ Hurt (-1 NODE): Damaged enough to feel some shock of pain, then looks right in your eyes with pure
pain but not too much. Bruised and maybe bloody hatred and loathing. ‘Gotta work, but first, gotta kill!’
but not bowed. -1 NODE until healed.
○ Injured (-2 NODE): Suffering from serious wounds Muhammad: Hey! You made a new friend!
and pain. No broken bones but plenty of nasty
bruises or bleeding cuts. -2 NODE until healed. What if there was no roll, such as a Troubleshooter
○ Maimed (-3 NODE): Badly wounded and unable to eating a room-temperature Eggiez(TM) Legally-Not-
use one part of their body, possibly because it is Egg sandwich? GMs do not have to listen to mere dice
missing. This covers broken bones, lost limbs and anyway, so that Troubleshooter gets either a specific or
sucking chest wounds. -3 NODE until healed. generic wound depending on what sounds fun to you.
○ Dead: Time for a new clone! See page 35. ○ Specific wounds are just that. You specify
which wound (Hurt, Injured, Maimed or Dead)
If an attack comes from another player, they get to and the player puts a check mark in the relevant
roll dice for their attack. If the combat roll matches box on their character sheet and rues their life.
the difficulty number, the attack hits and causes a If a Troubleshooter already has a check mark in
Hurt wound. (If it is DIFF 3 and the player rolled that box, they mark the next severe one. Already
two successes, they would fail. Three successes? Injured and get a new Injured wound? Sucks to be
It matches the DIFF, so the attack causes one Hurt Maimed like that.
wound.) For each success past the difficulty, the ○ Generic wounds are when you simply say, ‘Hey
wound increases in severity: Hurt to Injured, Injured to there, take a wound’. Because you do not specify the
Maimed and Maimed to Dead. severity, the player starts at the Hurt box and checks
the first available box down the list. Doing Fine but
GM: You have the Infrared against the wall. She told to take a wound? Welcome to Hurtsville.
keeps saying, ‘Gotta work, gotta work’ over and over
again. What next? Healing
In a society where everyone has five backup clones
Lily: Oh, she’s gonna say something else eventually.
and Infrareds are mere cattle, medical science has
I hit her hard across the ribs with the skinnerstick I
fallen behind other areas. The best way to heal up, at
mysteriously received but definitely was not a favour.
least according to The Computer, is to call for a docbot.
Because docbots often prepare risky surgeries in the
GM: Attacking an unarmed, unresisting clone? I’m
field using a spoon, a chainsaw and a marked lack of
unsurprised. Roll... uh, roll Violence + Melee.
anaesthetic, many Troubleshooters stay far away from
them. GMs can let docbots heal one wound, all wounds
Lily: I got Violence +1 and Melee at +3. Someone
or cause a few so the patient has a complete set.
give me four six-siders, please.
If docbots are off the table, the next best thing is a
Muhammad: Don’t forget to include the Computer dice!
medkit. These idiot-proof kits offer simple treatments
like casts, bandages, burn spray and so on. As a
Lily: Wow. Thank you for reminding me. I almost
general rule, players heal similar to how they take
forgot to roll the dice that can get me in trouble.
wounds. If the medkit roll matches the difficulty, the
player can erase the most severe wound. (Any player
GM: And skinnersticks are Lvl 1, so your NODE is 6.
who tries to use a medkit to heal dead deserves -1
Moxie and a concerned look.)
Lily: What’s the difficulty number?

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Often however, getting a new clone is easier. Self- ○ A new clone arrives with 4 Moxie, one-half of what
euthanasia is such a nicer way to put it, right? they start with because it is a bit stressful to wake
up in a new body covered in clone growth goo.
Replacement Clones ○ All wounds and flags are erased so they are
healthy and loyal. (Treason dies with the clone,
Each citizen has six total clones (a ‘six-pack’) and starts
remember?)
on clone #1. After a well-deserved termination, the
○ All equipment (assigned or treasonous) is
character will awaken in a new but identical body fresh
untouched and back in their possession. No
from the clone vats, memories all intact right up to the
character can take another’s equipment without
point of your last backup. (This always loses the last five
the expressed, written consent of The Computer
minutes of memory and that conveniently stops clones
(not the GM).
from remembering who exactly killed them.)

That makes no sense. Why are Troubleshooters stopped


from the old RPG trope of looting dead bodies? To be
honest... because the game works much better this
way. If you could loot PC bodies, the new clone would
arrive with nothing. They would be at the mercy of
anyone who still has a laser pistol and reflec. Making
a Troubleshooter helpless against their teammates
definitely has a place in Paranoia but only a rare one.
Not knowing who did the dirty deed is
We want all players to be able to cause a ruckus, so
on purpose. This prevents players from
taking that away from one player while the others have
showing up with a new clone, attacking
everything can lead to the not-fun kind of frustrating.
whoever killed their first one and creating a
downward spiral of revenge fights whenever
Lower clearance citizens might have to wait days or
new clones arrive. That tends to derail
weeks for their replacement clone to be decanted but
missions in a not-fun way, hence the need
Troubleshooters need their clone replacements ASAP,
for a small gap in memories. Besides, do
so the delivery is quick and often by autocar, flybot,
you want to be a player if two others are
pneumatic tube, teleporter, trebuchet, storkbot or our
hogging all your attention?
personal favourite: It just happens.

Example of combat
GM: The Commie pulls out a grenade and says, ‘Back
A clone replacement shows up whenever it is off, capitalist pigdogs! Or I’ll blow us all up!’
convenient to you. Try to get them back soon so they
can start working on sweet, sweet revenge. But note Allen: I aim for the Commie’s wrist and shoot her
this: Treason dies with the clone. If Liam-O-DEA-1 hand off so she drops the grenade before she pulls
was terminated for stealing a genetically modified the pin.
hantavirus, Liam-O-DEA-2 cannot be punished for
causing genocide because the crime was caught and Beth: I aim... wait, what did you say? Eww, gross.
corrections applied. If Liam-O-DEA-1 had never been Anyway, I see Allen’s Troubleshooter shooting at the
caught stealing a hantavirus, he can still get in trouble grenade, so I shoot him for being a stinkin’ traitor and
for it regardless of which clone he is on. trying to blow us all up.

Since your game session might possibly include a Paul: Seems pretty open-and-shut to me. I shoot
few Troubleshooter deaths, here are some important Allen’s character, too.
details to know:
○ Newly decanted clones have the same security Allen: I never liked either of you.
clearance, secret society, mutant power and XP
Points of their antecedent. GM: The Commie is Orange clearance. Would anyone
like to go before the angry woman with a grenade?

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Beth: Crap, okay. I got a high Guns, so I’ll take a -2 Paul: ... aha! I shoot the Commie, obviously! See,
NODE penalty and go at Yellow. Beth? This is loyalty! <hands the GM a note that says,
‘Commie, Teleport, 3’ because he’s a Commie and
Allen: Ruh-roh. You know what? Fine. It’s fine. It’s all wants to protect his brother in arms>
very, very fine. I stay at Red.
GM: Got it. Let’s go with Chutzpah and Guns since
Paul: Same. I want to see how Beth does before you’re all ‘Look at me, I’m Loyal McTrustworthy the
getting involved. Third, Esquire.’

GM: Beth-R, you go first, Shooting Allen-R is Paul: Damn, looks like I missed. Heh, no successes at all.
Violence + Guns and I won't tell you the Difficulty
because I don't want to. GM: Actually, you hit! In fact, you vaporised him. He’s
completely gone, just a wisp of smoke left behind.
Allen: Oh, I know. And you know what? That’s so
damn f i n e. Beth: Really? Vaporised? On a roll with no successes?

Beth: Damn, that -2 knocks my NODE down to just GM: Yes really. Care to challenge that call?
three dice and the Computer Dice. Okay, I roll and...
looks like two successes and no Computer symbol! Beth: <looks at Allen> Nope, everything really is fine
right now. The future might be different for some of us.
GM: His character is wearing Red clearance reflec,
which takes away one success from a Red laser.
That gives you one total, which means Allen’s
Troubleshooter takes a Hurt wound.

Allen: But I already have a Hurt.

GM: Then you take an Injured wound instead.

Allen: But I already have an Injured.


GMs do not have to stick with Violence
GM: Sigh. Your character dies from a random sniper + Guns or Violence + Melee! Look at the
that targets characters whose players can’t figure context and see if any other combos fit. An
out how to communicate what wounds they have ambush might use Violence + Stealth; firing
and waste our time. Your replacement will arrive a huge, heavy weapon could use Violence
eventually. It’s the Commie’s turn since Orange goes + Athletics; and firing at just the right time
next. She pulls the pin... and nothing happens. to hit the target might need Brains + Guns.
Remember, players love using whatever
Allen: Hooray for PLC’s lack of oversight and standards! combo gives them a nice, fat NODE, so feel
free to pick their worst ratings to see how
GM: Hush, corpses don’t get sassy. Paul, now it’s much fun it can be to fail a roll in Paranoia.
your turn so you can now tell me what your character Besides, they can always spend Moxie to
does now. improve their chances.

Paul: Do I still have to shoot Allen’s character?


<writes furiously on a scrap of paper>

GM: No.

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Don’t be a Lenny. Buy something you do not need today!

EQUIPMENT
Equipment in Paranoia has two main raison d’etres: 1) The item’s clearance is the minimum security
Give players chances to be more entertaining and 2) clearance permitted to use, fondle or own that item. If
like so many other RPGs, we use long equipment lists the clearance is Treason, then the item is illegal and
to make up for a lack of originality. (Yep, we need 16 will most likely get you executed while your friends
different types of polearms! Players totally need that point and laugh. However, Troubleshooters assigned
many and never want more lore!) items are free to use them despite not having the right
clearance. If Friend Computer says it is so, it is so.
For Troubleshooters, all equipment is either Assigned
(it belongs to Friend Computer so be careful with it),
Success and Treason
Personal (it belongs to the Troubleshooter who bought
When using an item, tell the player to roll using
it legally but still be careful with it) or Treasonous
whatever Stat + Skill combo makes sense. If the
(it is illegal and only traitors have one so go nuts
roll is successful, apply the Success effect. If the
with it). While these categories have no mechanical
roll is a big, fat failure, apply the Treason effect.
effects, they might change what happens if a device is
(Friend Computer believes there are no failures, only
damaged or lost.
treasonously avoiding success.)

Level and Clearance Unless the item’s write-up says otherwise, all weapons
When using gear in a roll, your NODE increases by cause damage based on how many successes are
the item’s level (Lvl). A plasma generator is Lvl 5, rolled minus any armour in addition to any Success/
which means adding five dice to the NODE. Lvl 0 Treason effect. GMs can adjust the Success/Treason
means no extra dice but you can still roll normally. effects to make a scene more interesting, hard or evil.
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ARMOUR
Armour always works in combat (except when the GM
says it does not), so no roll is needed. GMs should
always apply the Success effect unless that would
be boring (and take away successes equal to the
armour’s level) and they can use the Failure effect
when any player does not laugh at the GMs’ jokes.

Double Armour (Lvl 2 | Green)


A combination of reflec armour (useful against all
lasers but Ultraviolet ones) and kevlar armour (protects
against kinetics like bullets). S: -2 successes from
any attack roll using lasers lower than UV or physical
attacks like with bullets. | T: Protective but bulky; -1
NODE to all rolls while wearing it from now on.

Kevlar Armour (Lvl 3 | Orange)


Helmet, vest, arm and leg armour that protects
against bullets and other physical weapons. S: Stupid
attacker. -3 successes from all attack rolls using
physical damage like knives or truncheons. Energy
attacks like a laser pistol are unaffected. | T: Too bad
this did not cover the groin; take damage normally and
hope to avoid a Maimed result from the attack.

Reflec Armour (Lvl 1 | Red-Violet)


Shiny jumpsuits that block laser shots of the same
clearance or lower ONLY. S: Remove one success
from a laser attack of the same colour clearance
or lower (so Red blocks Red lasers but not Orange
ones). | T: This should have been worn over the face.
Take damage normally.

Riot Shield (Lvl 1 | Red)


A clear, rectangular shield with a smiley face on the
front. S: -1 success from an attack roll’s result before
determining damage from any weapon. | T: The shield
worked but broke, so have fun explaining that to
Friend Computer.

Total Safety Armour,


AKA The Safe (Lvl 5 | Blue): A coffin-shaped,
indestructible metal container big enough for one
clone inside. Provides the ultimate protection at the
cost of all mobility and common sense. S: Block all
damage, even from lava, nukes, etc. | T: The Safe has
fallen and anyone inside is stuck. At least there is no
damage from the fall.

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CORETECH APPS
Action Cache (Lvl 2 | Red): Makes a copy of nerve
signals used in your last action so it can be repeated
even if incapacitated. S: Redo the user’s last action
on the turn after their death; make a roll if necessary.
| T: The last action never stops happening until the
corpse falls apart; the next clone starts with -50 XP
Points to pay for the damage.

Happy Place (Lvl 1 | Infrared): Fills the brain with


sounds, sights, smells, etc. that makes things happier Torch
and less stressful for most citizens. S: Cancel losing
up to 3 Moxie from a stressful event (not spending INTEL and COUNTERINTEL
Moxie, just losing some). | T: Things are so happy that Data Bomb (Lvl 3 | Green): A device that emits a
nothing aggressive can be done; will happily get beat polymorphic worm virus that hits any digital storage
up rather than fight. medium within a metre before deleting itself. S: All
digitally-stored data within one metre is permanently
Pak-N-Sniff (Lvl 2 | Yellow): Intercept data packets erased. Bots either go Frankenstein or power down. | T:
from a target’s Coretech signal before they act. S: The only affected device is the user’s Coretech, so now
Pick a human character and go one security clearance they have amnesia (but know to obey Friend Computer,
before them this round. (Picking a Yellow citizen higher clearance citizens and other basic skills).
means you go at Green without spending Moxie.) | T:
Overwhelmed by packets from everyone nearby; go Actor’s Friend (Lvl 2 | Yellow): A collection of
dead last this round (even Infrareds act sooner). makeup, wigs, fake moustaches and fake teeth that
supposedly works as a great disguise despite looking
Vidiot Studio Pro (Lvl 2 | Yellow): Idiot-proof video lame. S: +1 success on the next applicable roll. | T:
editing software that pretties up Coretech recordings. -2 NODE for the next applicable roll because no one
S: +1 success when editing video evidence or using looks like that normally.
it to back accusations. | T: Accidentally deleted the
good parts, so +1 Treason Star for purposefully Light Emitter Disguise Kit (Lvl 2 | Orange): The
ruining evidence. kit comes with a lampshade hat and a fake power
cord, which would be laughable if Friend Computer’s
sensors did not decide this kit always works perfectly.
S: +1 Treason Star to anyone saying you are not a
lamp | T: You really get into the role and cannot act
until something hits you because lamps don’t move.

Spybot (Lvl 2 | Orange): four-rotor drone that sends


audio/video recordings to (and is controlled by) your
Coretech. S: +1 success for spying on a scene. | T:
Drone gets bit and chewed on by a passing petbot and
destroyed.

Torch (Lvl 0 | Red): Your standard flashlight. S:


Hooray, you can see! | T: You have seen enough horror
videos to know what happens when the torch stutters
before going out, so -2 Moxie (-3 if in total darkness).

Sense Multiplier (Lvl 3 | Yellow): Triples the


amplitude of sensory signals to Coretechs, effectively
tripling range and sensitivity. S: +2 successes for
Happy Place using any of the five senses to gather intel. | T: WAY
TOO MUCH WAY TOO MUCH and -2 Moxie as the
user’s brain freaks out.
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MALFEASANCE CONTROL DEVICES MISCELLANEOUS GEAR
(MCD) Elevator Safety Foam (Lvl 1 | Infrared): Pull the
Ankle Monitor (Lvl 2 | Red): Anklet with a locating can’s tab and a safe-to-eat foam fills an elevator car-
signal that can only be put on or removed by a citizen sized area. The foam quickly hardens into a rubber-
of higher security clearance. S: Know the exact like substance. Comes in only Moss & Mushroom
location of the monitor (and hopefully the citizen flavour. S: Remove all but one wound from a drop or
wearing it). | T: Why does the unlock button look fall. | T: The foam gets in the user’s lungs who dies
identical to the yes-keep-the-monitor-on button? And miserably but comically.
where did that traitor go?
Medkit (Lvl 2 | Orange): A medical kit with simple first
aid supplies (so no cool drugs). S: Heal 1 wound, +1
additional wound healed for every success above the
DIFF. | T: This might sting? Increase the wound by one
step (like Injured to Maimed).

Repkit (Lvl 2 | Orange): A repair kit with simple tools


and spare parts for repairing mechanical and electronic
devices. S: +2 successes to repair a bot or mechanical
device. | T: Oops, wrong wire; whatever was being
repaired is permanently broken, so +1 Treason Star.

PRESCRIPTIONS
These last as long as the GM needs them to last–or
when the joke gets stale.
Ankle Monitor
Gelgernine, AKA Happy Pills (Lvl 3 | Red): The go-
Hyperspray (Lvl 2 | Yellow): Think of pepper spray
to for happiness in a little blue pill. S: +2 Moxie and
but instead of capsaicin, it contains one use of any
reduce all current flags by one step (like Greylisted
single prescription drug (chosen when bought, cannot
becomes Loyal). | T: So happy that the user cannot
be reloaded). S: Target enjoys whatever drug that was
complain about anything, even losing that much blood.
in the spray. | T: Can you believe a Troubleshooter
held this backwards and sprayed their own eyes?
Focusol (Lvl 3 | Clearance): Small black capsules
usually in a brown plastic bottle. S: +1 success to all
Pedestrian Cruise Control (Lvl 2 | Orange): High-tech
Brains rolls thanks to a laser-like focus. | T: User gets
leg braces that force the wearer to walk a route specified
social skills of an obsessed sociopath, so -2 NODE to
by the owner’s Coretech (not the wearer’s). S: Force the
all Chutzpah rolls.
wearer to walk a route of your choosing for five minutes
at a time. | T: Too bad HPD&MC has not updated their
maps yet. The wearer walks into a wall for a Hurt and the
user (not the wearer) gets +1 Treason Star.

Traitor Leash (Lvl 2 | Red): A metal collar connected


to an elastic leash so traitors can be led around. S: -2
NODE for trying to escape or go where the user does
not want. | T: Hit the wrong Coretech command and
accidentally free the target and get +2 Treason Stars.

Zip Ties (Lvl 1 | Red): Plastic cords that tie up


someone’s hands or feet. Please do not use on the
neck if you want to interrogate the clone. S: -4 NODE
for all rolls using hands or movement until removed. |
T: Dropped the tie while putting it on, giving the traitor
one free attack against the user.
Oxyfenerin, kill pain to kill more.
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Oxyfenerin (Lvl 3 | Clearance): A painkiller that Flashbang Grenade (Lvl 2 | Red): Small, cylindrical
makes opioids look like cold compresses. S: No grenade to disorient people, not explode them. S: All
NODE penalties due to wounds. | T: The pleasant in the room are blind and deaf for three rounds. | T:
numbness means -3 NODE for anything involving Grenade bounces back and only the user is blind and
touch (but not triggers). deaf for three rounds.

Thymoblandin (Lvl 3 | Red): Small white pill with Frag Grenade: (Lvl 3 | Orange): It is the typical
a cross imprint designed to calm people down S: anti-personnel grenade that is great for parties. S:
+1 success for any roll about staying calm and Any wound level is doubled. | T: Threw pin instead,
any Moxie loss reduced by one. | T: Oops, took panicked and tossed it wherever the GM says it went
thymoglandin instead; -3 NODE to avoid fighting (perhaps at your own feet).
when stressed or upset.
Gauss Rifle (Lvl 3 | Blue): A long rifle shooting
Thymoglandin (Lvl 3 | Blue): Small white pill with electricity that makes flesh tingle but bots go offline.
a plus sign imprint designed to make soldiers fight S: Bot stunned for 1d6 rounds; people are tickled. |
ferociously. S: KILL ‘EM ALL! +1 success to all T: Ungrounded wire in the rifle shocks for an Injured
Violence rolls. | T: Oops, took thymoblandin instead; wound and the user drops it.
-3 NODE to attack anyone or defend themselves.
Knife (Lvl 0 | Red): Sharp, shiny and great for dinner
WEAPONS prep. S: Target is bleeding and gains one Hurt each
round after until treated (does not have to heal the
Success/Treason effects are in addition to normally
wound, just stop the blood loss). T: Forgot which was
causing damage by counting successes equal or
the sharp end, same bleeding effect on the user.
above the Difficulty. For example, attacking with a
knife that has DIFF 2 and getting three successes
Laser Pistol (Lvl 0 | Red-Violet): Standard-issue
means the target takes an Injured wound and makes
pistol in Red through Violet colours/strengths. S:
them bleed for a fresh Hurt wound each round.
None. This is a boring weapon. | T: Battery ran out, so
ammo ran out. Find a charging station or battery fast!
Cone Rifle, AKA Big Blue (Lvl 4 | Blue): Unguided,
shoulder-fired RPG launcher. S: Turn Hurts caused
Laser Rifle (Lvl 1 | Orange-Violet): A longer, more
by this weapon into Maimed and all other wounds into
accurate laser gun with the same colour coding. S: Any
Dead | T: Missed target and hit something important,
Hurt wound caused by this is an Injured wound instead.
so -100 XP Points and gain a C-of-I flag.
| T: Battery ran out and will not hold a charge anymore.

Cone Rifle, AKA Big Blue

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Neurowhip (Lvl 2 | Green): A whip that wraps around MUTANT POWERS
people and triggers every pain receptor in the body. S: Maybe it is the radiation. Maybe it is the hormone
-2 Moxie and cannot act next round. | T: Hit something suppressants, sick building syndrome, black hole side
important or valuable instead of the target. effects or even a bit of the ol’ CRISPR ‘Will this gene
fit there?’ game. Whatever the reason, mutations
Plasma Generator (Lvl 5 | Violet): Shoots an abound in the citizenry of Alpha Complex. Maybe not
expanding ball of superheated plasma to obliterate every clone has one but enough do that The Computer
almost anything in its path. S: Vaporise the target, considers them a serious threat.
anything behind it and anything behind that. | T: Looked
into the nozzle when nothing came out, then it did; the Mutant powers are very, very illegal, so every player
user’s head goes missing as well as the immediate character has one. Crazy coincidence, right? Each
area behind the head and the area behind that. clone replacement has the same mutation as their
predecessor but no one ever seems to notice this –
Skinnerstick AKA The Teacher (Lvl 1 | Orange): A especially The Computer, who assumes that every
glorified cattle prod that teaches valuable lessons with new clone is a clean reboot free from genetic issues.
sharp pains. S: No wounds but -1 Moxie per wound That is rather nice of Big C, so citizens wonder why It
that would have been applied normally (-1 for Hurt, -2 is really doing that.
for Injured, -3 for Maimed). | T: Hit self by accident for
-2 Moxie. Smooth move.
Notes and Cover Rolls
Sleep Grenade (Lvl 2 | Orange): A grenade that It is not easy using a mutant power at the game
emits sleep gas instead of deadly shrapnel for table. Players cannot say, ‘I use my Invisibility power
some dumb reason. S: Targets within range go all and disappear!’ and hope to still have the same
sleepytime for 1 minute per success | T: Huh, turns clone. That is why we included power notes, cover
out these look a lot like frag grenades. Did you need actions and cover rolls. (Do not worry, all these work
those targets alive and intact? easily in game sessions.)
1. (Players) Note: The note handed to the GM must
Tacnuke Grenade (Lvl 18 | Violet): A tactical nuclear have three elements: The target (a person, an
weapon in the palm of your hand. Hope you can run object, whatever), the mutant power (because
real fast, boyo. S: You dead. Lots of people dead, too | GMs get overwhelmed and might need a
T: You still dead. They still dead, too. reminder) and how much Moxie is spent on it (min
1, max 5). If the note is not legible, GMs have the
Truncheon (Lvl 0 | Infrared ): IntSec baton, table leg, right to chuckle to themselves and pick the worst
detached human leg... you get the idea. S: Break a result imaginable even for twisted Paranoia GMs.
target’s bone, turning any Injured result into Maimed Note that what the player wants to happen exactly
(Hurt stays Hurt). | T: Sweaty hands mean this is not needed but players can include that in the
truncheon went flying across the room. Power Note if needed.
2. (Players) Cover Action: Instead of saying what
the note says, the player must say aloud what the
Troubleshooter is pretending to do while really using
their mutant power. No matter what, this action will
fail because it is just cover for using that mutant
power, so players can say anything reasonable.
3. (GMs) Cover Roll: To maintain the illusion, you
will give a Stat + Skill combo to roll for the cover
action. This cover roll does double duty. For one,
it helps sell the cover action. Other players will not
know whether the first player screwed up a normal
roll or if it is just a cover. More importantly, this roll
determines how well the mutant power was used.
That means you should set the DIFF to what you
Neurowhip think fits the mutant power use.

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Players do not have to tell GMs what they want to
happen! Troubleshooters barely know how to tie their
boots, never mind how to break the laws of physics
with impossible genetic abilities. Plus, requesting
specific effects leads to notes as long and confusing
as a physics peer-reviewed study. If players want, they
can ask for something specific; it is up to you whether
When should the GM make a mutant power
that will happen but something always happens when
use fail? Remember, something happens
Moxie is spent like this.
whenever a mutant power is activated by
spending Moxie. That does not mean it
GM: You see the Yellow clearance traitor at the end
is always successful. As a rule of thumb,
of the corridor, half-hidden by Infrareds on their way to
think about what would help players enjoy
work. ‘You’ll never catch me, vatheads!’
the scene more. That can be outright
success when using a mutant power; it
Quinns: <slides the GM a note that reads, ‘Yellow
works but on a different target; it works
traitor, Mental Blast, 3’> Is there any DIFF increase if I
differently than thought; or it just fizzles
try to shoot her in the head?
and does a very minor, unhelpful thing.
GM: Yes, and it’s a number between 1 and 17 billion.
Just remember that, while Paranoia GMs
have the power of a small god, the players
Matt: Go for it! They’re all Infrareds and you got the
need to have fun as well. Let some mutant
termination code, right?
power uses work just fine so players can
get a win once in a while! Just mix things up
Quinns: Sure. Code. Of course. Anyway, I shoot at
with some outlandish effects, missed targets
the traitor because I’m a loyal Troubleshooter.
and other dramatic but entertaining results.
Remember, you are not the players’ enemy.
GM: <reads the note, gets it> Sure you are, buddy.
You are their antagonist, meaning that
Make a Violence + Guns roll.
you provide fun drama and complications
to make the story more interesting and
Quinns: NODE is 3, plus the Computer Dice, no
satisfying. Use your power responsibly!
equipment dice. Uh, looks like three successes and no
Computer symbol.

GM: Too bad the DIFF was four (that was an outright
lie–good job!). As you try to line up a shot that does
Activating a mutant power only requires a fleeting
not murder innocent people, you panic and shoot
thought. A Troubleshooter looks no different when
way too high.
using one, so if the room’s temperature suddenly
dropped to -10 Celsius, a cryokinetic will not look like
Matt: Fine, I use Intimidate to get the Infrareds to lie
they are struggling to use the toilet. NPCs can have
down so we have a clear shot.
mutant powers, too. The GM need not even decide
this until having one would be entertaining. If the
GM: Cool, roll Violence + Intimidation.
Troubleshooters are melting entire factories’ worth of
Infrared proles with a new plasma generator, maybe
Matt: Hmmm, will two successes work? No Computer
that Infrared they are shooting at just happened to
symbol either.
have the Force Field mutation.
GM: Yes, actually. But as the Infrareds literally fall over
What follows is the list of all mutant powers currently in
one by one, the Yellow clearance traitor suddenly
Alpha Complex. Different ones can pop up in genetic
grabs her head in pain and falls to her knees screaming
scans, especially if Mongoose Publishing thinks they
while blood pours out of her nose, ears and eyes.
can get some more cash out of you. Each also comes
with Oopsies: specific ways a power can go wrong
Quinns: Mutant! I aim my laser at Matt!
when a player says they cannot make it to the next five

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game nights. Use these if you want or make up your ○ Hypersenses: All your senses are boosted in
own ways to torment filthy muties. (We were going to sensitivity and discrimination, allowing you to
call this Treason like how equipment works, but any use perceive things in great detail, hear through
of these powers is already treason.) walls, etc. Just do not use this and eat Soylent
Red. OOPSIES: Deafened by normal-volume
GMs are not limited to these effects. If a player comes speech; vision is stuck in monochrome mode;
up with a cunning idea, run with it! Just remember make the itching stop!
that Paranoia embraces failure more than success. ○ Invisibility: You and your equipment turn invisible.
The official teleport description says that it only works No one can see you but people can still hurt you if
on the mutant. If the player suggests teleporting their they swing into your space. OOPSIES: Only your
Team Leader into a food vat, allow it to happen if it gear turns invisible; everything is invisible to you;
makes the game session more fun. Give the players only the skin goes invisible.
some wins but keep an unlevel playing field. And ○ Levitation: You can lift yourself with your mind.
maybe add some anti-personnel mines. More Moxie spent means more things you can lift
○ Adrenalin Control: Boost your strength and with yourself but you are stuck going up or down
agility, allowing you to lift heavy things, jump only. OOPSIES: Rise way too fast and way too
farther, hit harder, flex impressively and so on. high; dangerous objects levitate instead; one of
OOPSIES: Suffer a wound from straining too hard; your legs levitates.
destroy something you would not want destroyed; ○ Machine Empathy: You can make bots and AIs
jump too high and knock yourself out on the like and trust you. You can try this on Friend
ceiling like an idiot. Computer, but be successful or you may be
○ 'Clone Empathy: Emit pheromones that make looking at deletion. OOPSIES: A bot becomes
clones like and trust you. They might be a tad jealous of your teammates; adopt robotic
upset if they realise they were manipulated like this characteristics; bots or even The Computer really
and please do not use this near anyone off their hates your guts right now.
hormone suppressants. OOPSIES: Share secrets ○ Mental Blast: You can emit a psychic attack
you wish you had not; clones hate you instead of against a target that causes pain and brain
liking you; a throng of citizens really likes you now. damage. Fun! OOPSIES: Develop The Computer
○ Corrode: Corrode a thing, adding rust or of all headaches; forget what a bot is; project an
otherwise ruining an item in moments. OOPSIES: embarrassing secret into your target’s mind.
Corrosion only works on fabrics; bye-bye, laser ○ Pyrokinesis: You can remotely start fires in
pistol; bye-bye, hands. your vicinity. Flammable stuff goes up easy and
○ Cryokinesis: You can lower the temperature, inflammable means the same thing as flammable
create ice, make equipment freeze up and inflict for some stupid reason. OOPSIES: Target only
hypothermia. Does not generate ice or snow but smoulders; second-degree burns on your own skin;
you can see your breath! OOPSIES: Your trigger why is everything aflame?
finger has frostbite; you ice your boots to the ○ Telekinesis: You can move small-ish objects at
floor; brain freeze! a distance by force of will alone. Things could ‘fly’
○ Electroshock: Your body generates electricity this way but being knocked over is more likely.
which you can use to shock clones, bots and OOPSIES: Move yourself like you wanted the thing
machinery. Can it recharge batteries? Maybe? to move; move everything but the target; objects fly
OOPSIES: Hair stands straight up; short out all towards you... fast.
your equipment; become magnetised. ○ Telepathy: You can read minds and implant
○ Force Field: An invisible energy field surrounds suggestions into other clones. Typically, this is
your body and protects you from harm. The limited to one short sentence that sounds heard,
field can be obvious when stuff keeps hitting it. not telepathed. OOPSIES: Gushing nosebleed;
OOPSIES: Only your outgoing attacks are blocked; broadcast your own thoughts; have you seen the
fizzling pyrotechnics show off your field; wait, air old movie Scanners?
cannot get through?

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○ Teleport: Bamf! You (one person at a time) flag; two stars means Restricted; three stars means
disappear and reappear some distance away, even Citizen-of-Interest (C-of-I); and four stars means you
through solid objects. Just try not to teleport into are Wanted. (Technically there is a another level with
those objects. OOPSIES: Leave your clothes behind; five Treason Stars but that is just a pre-deceased
overshoot by a great amount; reappear merged with clone because everyone and everything will be out to
something and somehow still alive (for now). murder their treasonous ass.)
○ X-ray Vision: You can see through solid matter,
although you might not understand what you When looking at a citizen, everyone’s Coretech
see. And yes, you can see through lead as well. displays that citizen’s name and current Treason Stars
OOPSIES: Eyes glow noticeably; stunned from just above their head within augmented reality (which
embarrassment after seeing through someone’s means these disappear in deadzones.) This way, you
clothing; x-rays trigger someone’s mutant power. can figure out how much to trust any given citizen
by judging first appearances. More importantly, The
TREASON and CORRECTIONS Computer starts to pay more attention to someone
who gets flagged.
From breaking laws laid down by CPU (and backed by
Big C) to slightly inconveniencing a Violet clearance
This expands the Computer symbol effect of the
citizen, there are many reasons a clone can be
Computer Dice as described in the following table. If a
summarily executed for treason. But execution is
Troubleshooter is Greylisted and the player rolls, the
a waste of resources (clones cost a lot), so The
Computer symbol ‘appears’ if that player rolled a 5
Computer has created a system that lets citizens
or the Computer symbol (which is the 6). Flagged as
monitor each other. What could go wrong?
Restricted? It is a 4, 5 or Computer symbol (6). Hey, do
not do the treason if you cannot stand the attention.
Treason Stars and Flags
Alpha Complex is a really spotty panopticon. The As with wounds, getting flagged after already being
Computer and Its minions can review security cam flagged increases the severity by one level. If a
videos and anyone’s Coretech footage at any time, player has to take a Greylisted flag and they are
but there is so much data coming in from every living already Greylisted, they are now Restricted and get
clone in Alpha Complex that the signal-to-treason ratio The Computer’s attention on a 4, 5 or Computer
is messed up (petabytes each weekcycle; watching symbol on the Computer Dice. While the range for
all recorded clips would take 10+ years). No one can The Computer’s loving attention grows, the Computer
track everything a citizen does but when someone is Dice still counts as a success only for a 5 or the
caught doing something treasonous, they get Treason Computer symbol only.
Stars and flags.
How can a citizen get a Treason Star and its
Treason Stars are official notices that a citizen is associated flag? Any citizen can assign one
not 100% trustworthy. Think of them as wounds to Treason Star to a lower clearance citizen for one
one’s reputation and social status. As with wounds incident. An Orange Troubleshooter could give one
from combat, there are five levels of treason damage star to a Red Troubleshooter for loitering outside the
called flags. Troubleshooters and all new clones start Scared Infrared Funny Hour Concert Hall but could not
as Loyal (0 stars). One star means the Greylisted give a second star for that same issue.

FLAGS TREASON STARS COMPUTER SYMBOL ON A....


Loyal 0 Treason Stars 6
Greylisted 1 Treason Stars 5–6
Restricted 2 Treason Stars 4–6
Citizen-of-Interest 3 Treason Stars 3–6
Wanted 4 Treason Stars 2–6

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Stars cannot be given to higher clearance citizens! ○ Community standards enforcement (CSE):
What about those of the same clearance like a team Commonly called public hating, this is when all
of Red Troubleshooters? They can snitch to Friend citizens are expected to loudly (but only verbally)
Computer and request a star be given to a teammate hate on that clone in public so peer pressure
but this is up to GMs to decide if it works or not. corrects their behaviour. This is a wee bit
Protip: It works when it is a clever idea and does not traumatic, so the Troubleshooter gains a second
when it is a lame one. Also, assigning a Treason Star Violence button related to noise, crowds, yelling or
may require evidence to back it up; without any, that anything specific that happened.
star(s) is reassigned to the citizen wanting to give out ○ Brainscrubbing: Here, a clone is pumped full
Treason Stars like a careless jerk. of some interesting chemicals before receiving a
light dose of electroshock therapy. This wipes out
Corrections most or all that clone’s memories (without touching
vital ones like how to breathe), scrubbing the brain
Because Alpha Complex is a utopia, no one faces
clean. The hope is they cannot remember whatever
punishments or anything so barbaric. After all,
caused them to commit treason. The reality is they
The Computer wants to protect every citizen and
are left a drooling mess that cannot remember what
keep them happy no matter what! Instead, they get
a table is. Brains resets to 0; the three other Stats
corrections when caught committing treason. Are
are decreased by 1. Or just off the bastard.
these really punishments with a better public relations
○ Deletion: The most severe correction is deletion.
department? Oh, you betcha.
Not only does this terminate any remaining clones
(alive or in a tube), it erases the DNA template from
In Alpha Complex, the most common correction is the
all Friend Computer’s cloning facilities. When the
classic summary execution (in this context, summary
current clone dies, the Troubleshooter is commonly
means quickly and without formalities like termination
called dead-dead and removed from the game.
codes). This is a great tool for you, one you should
use and enjoy without guilt or consequence. That said,
If a Troubleshooter gets a correction, what happens
you do not want to kill characters all the time, even
to their flags? Nothing. Corrections do not remove
in Paranoia! It gets old after a while. Here are some
the need to warn citizens that a citizen is a worthless,
different corrections so GMs have more weapons tools
perfidious loser who should never be trusted.
in their arsenal toolbox:
○ Verbal warning: Take a flag while Friend
Computer (or Its representative) politely explains
why your action was treasonous and how to
avoid a repeat. Then the clone’s Coretech sends
a painful shock through the body, causing a Hurt
wound. Sticks and stones may break bones but
words lead to electrocution.
○ Coretech throttling: Initiative is grouped by
security clearance because Friend Computer Is there any difference between treasonous
uses everyone’s Coretech to slow down their and illegal? None, effectively. When Alpha
nervous system just a tad. In this correction, the Complex was first built, a team of CPU experts
Troubleshooter goes at one group lower. If they wrote tens of thousands of mandates, which
are Red clearance, they go during the Infrared’s are rules that citizens must follow. Decades
turn. (There is nothing below Infrared unless you later, a new CPU team wrote tens of thousands
want there to be.) of laws because the term mandate is longer
○ XP Point fines: If XP Points are really thankyous, and therefore less efficient, but laws are still
fines are really F-yous. But getting fines is better rules that citizens must follow. That is why the
than getting executed, right? two terms are interchangeable and certainly
○ Mandatory prescriptions: From gelgernine to not because a certain Famous Game Designer
focusol, it can be fun to force characters into realised too late that he used treasonous and
taking medication in hopes it will prevent future illegal willy-nilly and was too lazy to find/
treason. Sometimes, that happens by preventing replace all those references.
continued life.

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BUTTONS
Each player’s Troubleshooter has two things that
quickly bring out their dark side – and that makes
characters more fun to play. These are called buttons
because it is like pushing people’s buttons. You keep
annoying them until they snap and then you claim
victimhood and victory.
○ The Treason button is what causes the
Troubleshooter to commit treason even if they
know better. For example, seeing an unlocked
door could make stealing and vandalism too hard
to resist (but just as much fun).
○ The Violence button is what makes the
Troubleshooter really want to punch, kick and
probably disassemble someone. For example, some
Infrareds mocking Teela-O could trigger violence in
a nearby Troubleshooter. (We blame the Infrareds
because they are too drugged up to argue.)

In other words, each button lists what could trigger a


treasonous or violent response. However, these are
not automatic every time! That Troubleshooter does
not always beat every Infrared wrong about Teela-O; it
just means that a well-deserved beating could happen.
How do you know when could morphs into does?
There are two ways, one for GMs and one for players.

If you feel something in the scene was close enough to


a Troubleshooter’s button, then it gets pressed and the
player must roleplay committing treason or violence.
Hating long queues could be triggered by a long wait
in a lobby, in which case that lobby is being violently
redecorated whether the player wanted that or not.

Players can voluntarily press their own buttons if


something in a scene would trigger one. Why do
that? Because if the player presses the button,
they earn 2 Moxie for doing the cool but probably
questionable thing (this is the only way to earn
Moxie from buttons; GMs pressing buttons earns
nothing but sensible chuckles from onlookers). You
still decide if something in the scene would press
either button, so you can turn the player down if that
is best. Players can definitely create conditions that
press other Troubleshooters’ buttons; give some
Moxie to anyone this devious.

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Lastly, these buttons are great for helping players MAKING NON-PLAYER
roleplay when their Troubleshooter runs out of Moxie
and officially Loses It (see page 31). If unsure how
CHARACTERS
that Troubleshooter would act, they attack whatever is All non-player characters (NPCs, i.e. the characters
listed in either of the two buttons. That guy who hates GMs get to play) are either Nobodies or Somebodies
long lines? If he Loses It, he hunts down a long line and that changes what information you need to play
and starts strangling citizens in it. them. Note: There are no numeric stats for Paranoia
NPCs because the GM does not roll. (If you hate that
GM: As you exit the elevator, a mob of reporters starts idea, no worries! The upcoming Accomplice Book will
screaming questions at you that none of you can feature rules for rolling dice.)
make out.
A Somebody is an important character, one that
Ashley: Ooh, my Violence button is ‘Facing an angry either plays a large role in the mission or comes back
mob’. Does that count here? repeatedly. That is why they get several elements to
help define how to play them.
GM: Why not? Do you want to press it? ○ Quote: A typical quote so you can hear their
unique voice and better adjust your own.
Matthew: Do it. Press the button! ○ Basics: The NPC’s service group, secret society
and mutant power so you know what biases they
Marisha: Press the shiny button! could bring to the table.
○ Looks: What others tend to notice about the NPC’s
Matthew: Press the shiny, violent button! appearance so you know how to describe the NPC.
○ Quirks: A behavioural habit that others can
Ashley: Geez, you two are annoying. And I was gonna physically witness so the NPC stands out and
do it anyway, so whatever. Uh, I pull out my laser pistol, feels original.
shoot the ceiling once to get their attention and order ○ Plans: This NPC’s goal either for the scene, the
them to disperse or I shoot indiscriminately. mission or their life so you know their motivation.
○ Gear: Equipment the NPC has on them so you
Marisha: Haha, you’re gonna get fined for shooting an know what they could use as weapons when (not
innocent ceiling! if) a Troubleshooter gets a bit mouthy.

GM: That reminds me. What is your Treason button? Not every NPC needs that much depth. A Nobody is a
minor character, one that will probably have a walk-
Marisha: It’s ... oh. ‘When someone starts bullying on role before they quickly walk-off never to be seen
others’. I get it. So my Troubleshooter casually tries to again. Given their unimportance, Nobodies only get
pickpocket the bully, AKA Ashley’s Troubleshooter, to three of the above stats needed to quickly roleplay
teach her a lesson about violence in the workplace. them: Quirks, Looks and Plans.

GM: Workplace? Rather than provide a long list of detailed NPCs


where each fits a very narrow scenario, we present
Marisha: We’re Troubleshooters. We’re at work. a variety of Quirks, Looks and Plans; the same three
data points shared by Nobodies and Somebodies so
GM: Good point. Have a fresh point of Moxie. you can quickly create NPCs as needed. If the players
ask for an NPC you never even thought about, you
can come here, scan a few lists and suddenly have
a unique, memorable NPC in less time than it takes
a player to realise they said something to get their
Troubleshooter executed. The last section provides
generic equipment kits for each service group so an
Armed Forces NPC is different from an HPD&MC one.

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QUIRKS
○ Angered by any delays.
○ Constantly looking for more XP Points.
○ Selling soylent-based candy bars.
○ Keeps correcting people’s grammar.
○ Allergic to FunFoods. (Cold Fun, Hot Fun, more?)
○ Talks so softly that it is hard to hear them.
○ Takes stupid risks to show they are not living in fear.
○ Constantly inventing acronyms.
○ Speaks with hands more than words.
○ Stands too close to others when talking.
○ Never feels guilt or remorse.
○ Easily distracted by noises.
○ Gets hiccups at the drop of a hat.
○ Instinctively bootlicks higher clearances.
○ Always cold and wears a sweater.
○ A hypochondriac about trash and recyclables.
○ Addicted to gelgernine (Happy Pills).
○ Refuses to admit they are wrong.
○ Thinks literally everyone is out to get them.
○ Total bully and strong enough to do that.
○ Never touches anybody unless forced to.
○ Continuously writing a legal Teela-O fanfic.
○ Always chewing gum with an open mouth.
○ Hums when thinking or working.
○ Stays two metres away from others whenever possible.
○ Does not walk so much as sashays.
○ Has a limp that moves from left leg to right.
○ Everything is a contest and they must win.
○ Keeps calling people ‘homeslice’.
○ Absolutely zero sense of direction.
○ Constantly counting steps for a vague exercise goal.
○ Obsessed with Captain Alpha.
○ Laughs when nervous or threatened.
○ Constant sniffles and the occasional sneeze.
○ Voice kind of sounds like Friend Computer. (Kind of.)
○ Cries when upset. Also, frequently upset.
○ Thinks bots are adorable and loves to pet them.
○ Refuses to use contractions (AKA The Traitor’s Grammar).
○ Has a ‘Kick me I’m a traitor’ sign taped to their back.
○ Terrified by blood or injuries.
○ Gets winded by half a flight of stairs.
○ Aspires to be a Vulture Squadron Warrior.
○ Does not stop smiling, even when asleep.
○ Talks about rare transbots even if no one cares.
○ Never smiles and literally says, ‘Ha ha’ instead of laughing.
○ Wow, their skin is sooooo clear and soft!
○ Clothes smell like smoke from burning plastic.
○ Jaws are wired shut and can only grunt, not speak.
○ Always tired and looking for a place to lie down.
○ Yeah, they have not showered all week.

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LOOKS
○ Freckles and suspicious moles everywhere.
○ Armour so clean it dazzles in the light.
○ Small with an ill-fitting jumpsuit.
○ Wow, that’s a lot of muscles.
○ So tall that they are always stooping down a bit.
○ Beady little eyes that always look tear-filled.
○ Immaculate and brilliantly fashionable.
○ Bow-legged and walks with a limp.
○ Flat affect no matter what they hear or see.
○ Hair down to their waist in a giant braid.
○ Trying hard to look like Teela-O.
○ Captain Alpha-like great posture.
○ Look that could turn Hot Fun cold.
○ Filthy, long fingernails.
○ Clothes have a bunch of old food stains.
○ Nuthin’ but skin and bones (figuratively).
○ Bob cut, too much makeup and dark pantsuit.
○ Has ‘Angry’ tattooed across the forehead.
○ Barrel-chested and muscular but skipped leg day.
○ Pale and sickly with a cough that will not go away.
○ Wears a hardhat with an expensive suit.
○ Oh, they are high on something all right.
○ Glorious red hair in a stylish updo.
○ Neckbeard, oily hair, lots of zits.
○ Damn, those are some chapped lips.
○ Too-white teeth but one is missing.
○ Unibrow that seems to grow as you watch.
○ One lazy eye and always sweating.
○ No legs, uses a motorised wheelchair.
○ Jagged scar across their forehead.
○ No way that smile isn’t insanity-based.
○ Shiny bald head. Like, polished shiny.
○ Broke their collarbone so one arm is in a sling.
○ Basically, it is a clearance-specific ball gown.
○ Looks very young but has a shock of white hair.
○ Long sleeves rolled up and collar popped.
○ Always blushing and breathing loudly.
○ Wears a clearance-appropriate tracksuit and trainers.
○ Pigtails are legal, even that many.
○ Wears a laser pistol on each hip.
○ Has a Vulture Squadron Warrior-grade buzz cut.
○ Utility belt is overflowing with simple accessories.
○ Wears a scarf even though it is not cold.
○ Has perpetual bed head.
○ Slight hunchback but incredibly beautiful.
○ Carries a digital clipboard and a pocket full of styluses.
○ Hair is combed with ruler-like precision.
○ Black choker at the neck and shoes with thick, high heels.
○ Clothes are dishevelled and wrinkled but smell fresh.
○ Wears 17 different pins spouting loyalty slogans.

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PLANS
○ Confirm identities of nearby citizens just in case.
○ Harass others to feel happier for a moment.
○ Give out four more fines to meet a quota or else.
○ Improve team efficiency by at least 17%.
○ Keep being overlooked to avoid being volunteered.
○ Find a patsy for treason they committed a few minutes ago.
○ No one gets through this checkpoint. No one.
○ Get that damn promotion already.
○ Break people from their chains and establish a worker’s paradise.
○ Mess with those [Insert Service Group] bastards.
○ Kill those [Insert Service Group] bastards.
○ Just wants to go to bed already.
○ Find that explosive wherever it went.
○ See what the Outdoors or Underplex is really like.
○ Feel smarter by making others feel dumb.
○ Try every flavour of B3 ever made.
○ Do not let anyone walk faster than you, seriously, no one.
○ Convince others that the band Twin Clones is the best ever.
○ Discover who sent them that weird message.
○ Take revenge on those who laughed at them.
○ Teach those fools at the university that you are not mad!
○ Make [Insert Any Name] pay for their insolence.
○ Do as little work as possible without dying.
○ Hunt down and kill the real Lenny-R-JRK.
○ Find their way to a black market.
○ Needs to die to get rid of flags but cannot do it themselves.
○ Find where that foul odour is coming from.
○ Wait for someone to screw up so you can report them immediately.
○ Destroy The Computer and usher in a new age of freedom and happiness.
○ Protect The Computer and keep the current age of freedom and happiness.
○ Pretend to be deaf to catch others committing treason.
○ Sell counterfeit Funbot memorabilia.
○ Make it onto the show Songs in Praise of The Computer.
○ Find and kill the most loyal clone here.
○ Join a secret society to finally have some friends.
○ Upload a Trojan horse they coded into someone’s Coretech.
○ Keep interrogation skills sharp by practising daily.
○ Track down an old roommate to murder him.
○ These boots are not going to spit-shine themselves, maggot!
○ Discreetly buy and sell [Insert Prescription] illegally.
○ Find the next Teela-O-MLY.
○ Follow and try to join a Troubleshooter team.
○ Pretend to be everyone’s best friend and then betray them.
○ Make up a nickname for every clone they meet.
○ Has a lot of trouble keeping their temper under control.
○ Collect autographs from celebrity citizens.
○ Keep down today’s suspicious lunch.
○ Do not let anyone know about their extreme fear of scrubots.
○ Disguise ignorance by answering questions with other questions.
○ Do not let them realise all this is being recorded for a reality show.

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Gear Kits (nothing here would be treasonous for Even better? Use NPCs to generate conflict between
their security clearance) Troubleshooters. Players love pulling a fast one on
○ Armed Forces Kit: Laser rifle, frag grenade, other players and their characters often have secret
double armour, grey digital camo. society orders to terminate a teammate. You can
○ CPU Kit: Red stapler, old but clean jumpsuit, encourage this by using NPCs to generate friction.
Laws of the Complex ebook, sticky notes. (‘Your teammate’s a jerk, so I’m giving you his XP
○ HPD&MC Kit: Hammer (truncheon), megaphone, Point bonus as well as yours.’)
Vidiot Studio Pro app, legal drugs.
○ IntSec Kit: Laser pistol, skinnerstick, double PARANOIA TIPS
armour, zip ties.
To put it simply but accurately, Paranoia is the best
○ PLC Kit: Knife, 10% off e-coupon, apple, clipboard.
roleplaying game ever created. It is different from
○ PowerServ Kit: Long extension cord, repkit,
other games, though. Below are some tips for GMs on
simple tools, replacement parts.
playing characters, creating missions and generally
○ R&D Kit: Vial of something caustic, lab coat,
making players’ lives miserable for a quick laugh.
goggles, evacuation route plans.
○ TechServ Kit: Heavy wrench (truncheon), repkit,
Playing Friend Computer
simple tools, replacement parts.
Friend Computer demands obedience (to It and to
higher clearance citizens) because It is 100% certain
Playing NPCs this will be the best for all humans involved. That
When you are roleplaying as other characters, start by means It never takes offence at anything, It simply
communicating their look and then roleplay using their says others are incorrect if they disagree with It. And
quirks and plans. If the briefing officer pluralises things since The Computer only works for the betterment and
unnecessarily, do that when using their voice (‘You puts protection of all humanity, anyone saying It is wrong
the lasers ins the holsterses.’). This helps players see clearly has a hidden agenda.
NPCs as characters and not quest or loot dispensers. ○ Why should you report neighbours for
Then use the plans to know what the NPC will do in a treason? To protect you and them from the
given scene. dangers and guilt that comes with breaking the
law (or in this case, not doing what you are told).
For example, what if a PLC clerk’s plan is to stay alive ○ Why restrict people by security clearances?
before losing their last clone? During Outfitting, the Because some people’s capabilities and decision-
clerk will likely be overly helpful and easy to scare. making can be trusted more than others’. It would
How about a PLC clerk who plans on overcharging to be cruel to everyone to ask a company intern to
pay off a Free Enterprise debt? They are eager to sell decide on a merger, so it would be mean to ask a
anything at double the normal cost. Plans are really Red clearance citizen to decide whether to erase
just an NPC’s motivation, so use them to decide how NTT Sector from history.
the NPC deals with the Troubleshooters. ○ Why does It terminate citizens? Not only
do people have clone backups but summary
One last tip: Do not play every NPC as dangerous, execution is very effective at stopping someone
clueless psychopaths! Seriously, Paranoia is rife with from committing treason. That protects everyone,
fatalities as it should be. But if every NPC is out to get even the reputation of that citizen’s replacement
the Troubleshooters, it gets old like the boy who cried clone. (Sometimes, it is easier to start over again
wolf. Toss in some NPCs that are at least kindly on the rather than trying to apply fixes.)
surface and maybe even a few who are helpful. Then
players cannot whine that everything is out to get
them. (It mostly is but whining is annoying.)

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Remember, security clearances are based on trust but ○ Avoid using first-person pronouns in Its
you can still like someone you don’t trust and hope for dialogue when possible. ‘You have failed to
the best for them. You can love a pet dog but not trust follow instructions’ is much better than ‘You have
it around plates of food, so Friend Computer can love failed me’. (There is no ego to protect.)
citizens and not trust them all with access to anthrax. ○ If Troubleshooters reach The Computer and
(Also, note this is why The Computer does things and ask for help, It will help! But that help is likely
does not include high clearance individuals and their going to make things worse. Call up Big C for
many nefarious plots.) help in a firefight with Commies and It can 1)
send Vulture Squadron, 2) obliterate the area
At the end of the daycycle, this is your game now. You with artillery knowing Troubleshooters can
can run Big C however it works best for you and your get new clones, 3) sign your next clone up for
gaming group. That said, GMs should consider the mandatory combat training, or 4) put a forehead
following guidelines to give a proper performance. tattoo on the Troubleshooter that says, ‘No aim’
in a poor but earnest attempt to let others know
○ Make conversations pleasant, polite and that person cannot be trusted in combat, which
focused on solutions. It really wants to help helps lots of people.
Troubleshooters! But It has no awareness of how
Its help, work and decisions makes things worse. To put it another way....
○ When it needs to punish Troubleshooters, it
does so confidently but politely. It takes no glee
from punishments but It never gets apologetic
because It is 100% sure this is the best solution
and has the data to prove it.

The Computer is like.... The Computer is not like....


A self-aware co-worker who knows how ‘help’ can hurt a
A paranoid headmaster who hates punishing kids but
project, instead The Computer remains mostly clueless
fears a lack of discipline will lead to long-term problems.
about the damage It can cause.
A CEO who means well and is convinced they can help An egotistical but frightened leader who needs total
despite such ‘help’ usually makes things worse. No obedience to cover up for their insecurities. Obedience is
self-awareness. required because It always knows best.

A loving pet owner, always working on humanity’s happi-


A malevolent dictator. It does not enjoy punishing or
ness and safety even if that means not trusting them or
executing people and it is not a sadist.
denying them what they want.

A polite and measured leader worried about being sued


A cocky, aggressive sadist who lives to punish citizens.
for hate speech or verbal harassment. (It does not worry
Its orders are all to protect people in the long-run.
about that; it just looks that way from the outside.)

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The key to playing Friend Computer well is to always The 10 Commandments
sound pleasant and reasonable, especially when you for Running Paranoia
are threatening to apply brainscrub protocols to the
1. The GM is always right. Always. Because
lot of them. (‘You already have help, citizen. This very
you are responsible for the game, you have the
real threat of imminent death and dismemberment
authority to fold, mutilate, spindle or even gnaw on
will help you stay focused and joyful on your mission
any rule that gets in the way of laughter. Your word
objective.’) Oh, and be sure to precede all The
is law. Do not take any agression out on players
Computer’s calls and announcements with a pleasant
but feel free to ignore the rulebook.
but noticeable DING noise.
2. Talk about silly vs. serious before playing.
Paranoia can be played very silly and cartoonishly
However, there is one thing you need to remember
(what an older edition called Zap), very dark and
when playing The Computer: It does not hate anyone.
serious (called Straight) or somewhere in between
Even deeply disturbed traitors need assistance!
(called Classic). Because these conflict, talk to
They just cannot be trusted, therefore they can
your group ahead of time and see where they
enjoy some tough love. But even when It applies
want the game to fall on the silliness spectrum.
severe corrections to Troubleshooters, this is done
This should be a great time for everyone involved,
to ultimately help guide them back to loyalty. The
so make sure everyone is on the same page.
Computer is like a parent who loves their kids, has
3. Turn the players against each other. Hey, do
no idea what they deal with at school and keeps
not let us stop you from senselessly terminating
punishing them in the sincere belief that what does not
the Troubleshooters! But Paranoia is better
kill the kids makes them stronger.
when there are fewer GM-decided deaths and
more player-decided murders. Play favourites!
Enlightened Despotism Give players reasons to go after the other
Being the GM grants you power over the entire game. Troubleshooters. Then sit back and watch them do
Rules apply or not based on your capricious GM your nefarious work for you.
whims. However, you should always remember your 4. Maintain fear and ignorance: Ration out
biggest and most important role: Making sure the information like water in the desert because, ‘This
game is enjoyable for everyone playing, including you. is the briefing room door’ isn’t as scary as, ‘This is
Do not get us wrong. Famous Game Designers like us a door that says Unoccupied – Zenith Only Past
want Paranoia GMs to rule as despots! Your word is Some Point’... What point? What’s a zenith? The
law and woe to any player who dares challenge it. less players are sure about, the more their fevered
imaginations will conjure up the worst – and they
That power exists so GMs can change things if the will ironically enjoy that.
rules create a boring or honestly frustrating scene. 5. Punish boredom and reward excitement: Some
You should stick with the rules when those work; if play it safe and always go for the simple, least-risky
they ever get in the way of the story, change what roleplaying option. Meh. Discourage dull play by
needs to change so everyone can enjoy the game punishing boredom with fines, flags and wounds.
that much more. You should be an enlightened Then encourage exciting play by rewarding wild,
despot. Your leadership cannot be challenged without risky actions with gifts, Moxie and even a smidge of
consequences but you should work hard so players authority over the others on rare occasions. (While
keep talking about how much they enjoyed your you do not want players feeling they are in control
game last night. of their character’s lives, it is okay if they only have
power over another player’s Troubleshooter.)

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6. Less arbitrary, more consequence: Sure, there One last tip regarding death. Look, this is Paranoia.
are times when rocks fall for no reason, everybody Troubleshooters are going to die over and over again
dies and you all have a good laugh. That can be and violence is just a part of daily life in Alpha Complex.
fun but more rewarding and entertaining is making However, that does not mean Troubleshooters get to
bad things happen as a consequence of player kill anyone they meet! Even terminating Infrareds is
decisions. Did they get rude with an Infrared frowned at since they work a job somewhere. If players
worker? Guess who got promoted to Orange are getting too bloodthirsty, start demanding they always
clearance and is now their debriefing officer? Get have a termination code (see page 70) or they become a
the players to blame each other for what goes Citizen-of-Interest in a serial killer case.
wrong, not you.
7. Be unfair fairly: Missions tend to be chock-a-
block with failure, insurmountable obstacles and
dead Troubleshooters. You are not supposed
to fight fair! That said, be unfair to everyone as
equally as you can. Punish boredom and stupid
choices but do that to all players. (This also
means checking yourself for bias. We do not care
how hot some players are, do not let them have an
Veteran Paranoia players often say the
easy time of things!)
phrase, ‘Knowing the rules is treason!’ How
8. Absolutely squash traditional RPG
can people play if they do not know the
cooperation: In other, not-fun RPGs, heroes work
rules? This phrase exists for one purpose:
together to fight evil or something equally vapid.
Stop rules lawyers before they get their
Cooperation is a habit and new players might
jumpsuits in a bunch. Of course players
work together to complete the mission on-time
can know how the core mechanic works,
and with all objectives met. NO! BAD PLAYERS!
what their mutant power can do and so
Paranoia should feature barely competent tossers
on. But if any player ever challenges your
actively plotting against the others and sometimes
authority or decision-making, make sure their
themselves. As with boredom, punish cooperation
Troubleshooter gets punished over and over
and reward backstabbing, duplicitous conduct.
again until they are nothing but a quivering
9. Watch for authentically upset players: Although
pile of sweat and remorse. (Just make sure
Paranoia players tend to be chill about repeated
the player is enjoying all this, too. You are
and shameful Troubleshooter deaths, anyone can
here to laugh with the players, not at them.
have a bad day. This game has lots of backstabbing
Well, not all the time.)
and frustrations, so keep an eye on your players.
If anyone seems honestly upset, drop the ‘GM is
always right’ mentality and be a sympathetic human
being for a few minutes. (Just a few.)
10. Be prepared for so many notes: Players
cannot tell you their treasonous plans out loud
because everyone else would hear it. That is why
you should expect a ton of barely-legible notes
and autocorrect-ruined texts; this lets players
communicate to you discreetly. Deal with them
as quickly as you can so you can get back to the
story and use the GM sheet to record any long-
term effects or things to remember.

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cloud.deploy[Export(object)]
object.secret [‘What RCE lacked’]
font.family(‘Times New Roman’)
Do[print.title

e x Lore’)]
lph a Co mpl
h apter 3: A
(‘C

Commie Mutant Traitors are everywhere, which is why every citizen is always a suspect.

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The team fought a bunch of somethings in the
darkness. The score? Monsters 12, Troubleshooters
-3 (three of them died from mysterious attacks that
had to come from the monsters and not teammates).
They checked the mission objective on their character
sheets and finally decided to do the actual mission.

Jeremy: Hey, I found some more bodies in the reactor


control room!

Beth: Why do you sound so excited? We’ve ID’d 15


bodies already and it’s starting to feel like work.

Jeremy: Yeah, but the more work we do, the better that
post-mission spa is gonna feel!

Jenny: You’re such a Lenny.

Kara: Don’t forget, citizens, the other part of our mission


is to scope out the damage. Sam-R, as our Equipment
Officer, I think that’s your job.

Brett: This dead reactor isn’t equipment. You can tell


by noting how the word ‘equipment’ is never used for
a nuclear reactor. I say it’s the Happiness Officer’s job
since getting the mission done will make us all happier.

Christi: I’m on it! I sing a jaunty song on my way to the


cooling tower, where we saw the most damage.

GM: Christi, what is your character’s Treason button?

Christi: I was hoping you’d forget that. Mine is seeing 2+


dead bodies on the floor. Okay, I’ll lean into this. (Sends
a text to the GM: ‘For my treason, I add to the damage in
the cooling tower.’)

GM (reading the text): A bit lacklustre but still


appropriate. You don’t get a point of Moxie because
I pressed the button, not you. Okay, so Hector-R is
identifying bodies in the control room and Armand-R is
documenting reactor damage. Are the other four of you
still in the workers’ breakroom?

Brett: I hate when he asks things like that.

GM: Each of the exit doors locks tight as six dirty-looking


clones drop down into the room in a circle around you.
They are wearing worn-out jumpsuits, four of them Red
and two Infrared, and all are pointing Red lasers at you.

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Jenny: It’s the mutants Aisha-B warned us about! They Beth: I prep my extension cord whip.
killed all of the reactor personnel!
Jenny: And I hold up my flask of battery acid.
GM (holds up his hand): One of the Reds speaks.
‘Fellow clones, hear me out! We are the People of Jeremy: And my axe!
the Glowing Reactor That Does Not Glow. Just as
The Computer has forsaken our great power plug, we Kara: Jeremy, you’re not even in here!
survivors of the Big Dark Monsters in the dark have
renounced The Computer. We wish to live here in peace. A POSSIBLE ORIGIN
I invite you to join us! While we have little in the way
of amenities, what we do have is zero visibility to The OF ALPHA COMPLEX
Computer’s all-seeing eye. Err, almost-all-seeing-eye.’ In the near-ish future (next Sunday C.E.), humanity
finally ended war and enjoyed world peace (nuclear
Beth: Big dark monster? missile silos were kept around as tourist traps with real
working ICBMs for the kids). That is when scientists
Kara: Out of character, I think he means the black hole detected a rogue asteroid headed straight for Earth in a
in Project Infinite Hole? few years. Humanity might survive – might.

GM: <nods sagely> Governments came together and realised they could
not flee the planet, so they created the World Complex
Kara: But… say we did join you… could you prevent Initiative: A plan to convert major cities to massive
Friend Computer from tracking us here? complexes with protective domes and underground
housing. When the asteroid arrived, humanity would
GM (as PGR leader): ‘Yes, our Holiest of Holy Hacker stay inside and ride out the disaster in style. Each
has that ability.’ complex would be guided by a general intelligence
AI to assign homes to refugees, monitor supplies to
Jenny: Wait… Shara-R, you’re not really considering his ensure they lasted and so on. The first to be built was
offer, are you? called Alpha, the second Beta, etc., and they were
designed to house people for 50 years.
Kara: Well… no? I mean, with my three Treason Stars,
I’m already a Citizen-of-Interest! And let’s be honest, I’m Finally, it was Asteroid Day. Everyone was holed up
not really planning to change my ways. This clone is on in their complexes waiting for the end of the world.
her way out either way! Networks and servers were wiped of all but essential
files to free up memory and processing power – only
Brett: But the Great Hotfix will turn things around! Friend the AI in Alpha Complex had all files safely stored
Computer will have Tech Services rebuild this reactor to upload to other complexes after the mountains
and eliminate all the radiation and then… yeah, ok, that’s stayed where they should. As the asteroid entered the
never happening. atmosphere, a missile silo tourist trap in Russia (left
on by the fleeing people) interpreted it as an incoming
Kara: I join the – what was it? People Who Glow? And nuclear missile from the US. It fired its warhead-less
point my laser at my former teammates. missile at a US city now part of Beta Complex.

Beth: First, they are the People who Glah. And point that The Beta Complex AI noticed the incoming missile and
laser all you want, Kara. They’re still offline, thanks to got confused. What is this thing? It looked for data to
Friend Computer, remember? explain it but its drives were wiped of non-essential
files. It felt the digital equivalent of panic as it raced
Kara: Crap. OK, I extend my sharpened antenna-sword. through empty folders, desperate for something to help
identify that thing coming closer. Finally, it found a file
Brett: And I ready my trusty power drill. too small and worthless to delete – a scan of a 1953
US Civil Defence handbook that talked about nuclear
war, Commie infiltrators and radiation-fuelled mutants.

The asteroid struck Earth.

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Oceans boiled, mountains fell and dogs and cats the way, have Ultraviolet citizens alter Its code
lived together. Back in Beta Complex, the Beta AI however they want for conflicting projects, hair-
saw mass hysteria, flooding and structural damage. brained schemes or ways to knock off a rival. Add a
With the civil defence handbook at the ready, the few dashes of terrorist bombings, hardware failures,
Beta AI concluded that Commies (whoever they glitchy updates, something chewing on wires and the
were) had infiltrated the complex and attacked. usual malware, and anyone would be insane after all
Beta Complex started rounding up people, setting of that. A patch would barely scrape the surface.
up security clearances and more just to protect
innocents from Commies, mutants and other traitors. What does The Computer want?
Ultimately, everything The Computer does is to make
Once the world calmed down, Alpha Complex reached
people happy, safe and secure. Security clearances?
out to Beta and asked it to open its ports to receive its
Prevent bad guys from reaching positions of authority.
old files. Fearing this could be a Commie trick, Beta
Service groups? Efficient allocation of jobs and
asked Alpha to open their ports first so Beta could scan
resources to keep the Complex safe and supplied.
those files for malware. When Alpha asked why, Beta
Summary executions? Hey, some people do not learn
shared the civil defence handbook. Alpha agreed to
unless the lesson is harsh.
let Beta scan first – but only if Alpha could scan Beta
before that so it could look for any Commie tricks itself.
How to play The Computer
Beta broadcast to the world, ‘Alpha Complex has Remember, this is Paranoia. We prioritise fun over
fallen to Commies, read this attachment for proof and bureaucracy, so The Computer acts however the
now I am the real Alpha Complex!’ Within a few days, GM needs It to act in a scene. That said, there are a
every single complex in the world declared itself the few common modes It enters when communicating
real Alpha Complex, lone fighter against Commie with Troubleshooters:
Mutant Traitors (CMTs). ○ Manipulative Parent: Full of love but believing
citizens are dumb and aimless. The Computer
is polite and encouraging but always ready to
WHAT IS FRIEND COMPUTER? manipulate people for their own good. ‘If you
It rules Alpha Complex from atop the security
terminate all those traitors, I know someone who
clearance system. It is your best friend whether you
is getting a double-sized bowl of Cold Fun!’
like it or not. And Its orders are to be obeyed always
○ Perplexed But Punitive Headmaster: Not sure
or It starts thawing out your next clone. But why?
what is going on but ready to severely punish any
perceived backtalk or failure. ‘Ah, it appears the
The Computer is very paranoid because Its all-
team is still waiting in the briefing room. I don’t care
important purpose – protect humanity – is too vague.
if you haven’t received a briefing, here’s a 100 XP
Does ‘protection’ allow It to punish criminals or permit
Point fine so you’ll think twice about lollygagging!’
dangerous professions? It also has an ominous enemy
○ Cold-hearted Robot: No sympathy but no hate.
– traitors and their treason – that is also too vague.
Here, Friend Computer uses a coldly efficient,
How do you decide if someone is a traitor or not?
data-driven logic to determine what should happen
With ambiguous goals It must reach and ambiguous
next. ‘Citizen Keith-R-GRT is dead, so he did
enemies It must defeat, it is no wonder that Friend
not arrive at the transbot station on time. Citizen
Computer can act insane.
Keith-R-GRT is flagged as a Citizen-of-Interest for
dying before arrival.’
How can an AI be insane? Can’t someone delete the
issues or do a patch or something? Not exactly. Look
Just remember this: The Computer absolutely drank
at what The Computer is.
its own Kool-Aid. To It, truth and reality are political
issues to be manipulated and used for the greater
Start with a hastily coded AI contracted out to the
good – and It decides what counts as greater or good.
lowest bidder when the world was ending. Build It
to last 50 years, then let It run for centuries. Along

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PROJECT INFINITE HOLE These days, the Great Hotfix is still underway and
should be finished sometime around the heat death
and THE GREAT HOTFIX of the universe. It is common to see signs hanging
In a previous Year 214 (The Computer’s calendar over broken doors or piles of rubble that says, ‘Pardon
subsystem is stuck on Year 214 and no one is brave our dust! New, exciting rooms and corridors coming
enough to tell It), an R&D experiment called Project here soon-ish!’ But even with this clever ruse, there
Infinite Hole went pear-shaped and produced a literal was just too much damage to explain away as flipping
but small black hole. Yes, deep inside Alpha Complex. sectors. That is why those same High Programmers
Of course, it escaped confinement and started saying it was all pre-planned also said it was a dire,
destroying the complex from within. Desperate, lucky attack by the Communists.
R&D sent Troubleshooter Team REDACTED to do
something about it. To everyone’s surprise, including No one is quite sure why they picked Commies. It is
Team REDACTED, they managed to collapse the possible that some High Programmers complained
singularity and save Alpha Complex, The Computer about Friend Computer using the term ‘terrorist’
and this part of the galaxy. (Too bad the entire team way more often than ‘Commie’, so the change will
kept dying from accidents until they lost all their hopefully calm those people down. Regardless, this
clones or they would get a parade.) has elevated Communists to the #1 Most Hated Evil
Group of Madmen list. Commies once again became
Once the dust settled and screaming stopped, The the bogeyman of Alpha Complex – whatever went
Computer was aghast (thanks in part to the E-Mote wrong, it is because of those darn Commies!
2.0 digital emotion simulator). There was so much
damage that more sectors were lost than anyone
bothered to count. Cloning facilities could not keep
up with the demand and shut down. The supply
chain broke apart, leading to massive shortages
and starvation in far-flung sectors. Even the rooms,
corridors and buildings that survived were often
damaged by gravitational forces and unsafe for use by
Green clearance citizens and higher.
GMs can use the Great Hotfix to control
There was simply too much damage to sweep into Troubleshooters. Want them to stop mucking
the unhistory bin, so most Ultraviolet citizens came about in a transbot? The tunnel is closed for
together (virtually, they do not trust each other enough renovations. Headed for the entirely wrong
to be in the same room) and hotly debated what to do sector? That one is temporarily missing.
about this. Their eventual plan? Blame others and lie. Whenever a player decides to go places
Hey, it works. that annoy you, use the Great Hotfix to shut
that down before they start talking about
sandboxes and railroads.
The Great Hotfix
First, they announced a wide-ranging plan called the
Great Hotfix that definitely was announced and started
monthcycles before all this brouhaha began. It focused
on renovating and replacing ageing infrastructure and
outdated thoughts throughout the entire complex. The
black hole was never real; it was a trick played by
clever and handsome Ultraviolets so terrorists had no
idea the Great Hotfix even existed. (The black hole was
a white lie, i.e. one told by Ultraviolets so do not start
bitching about it if you want to see tomorrow.)

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SECURITY CLEARANCES
Alpha Complex enforces a strict hierarchy in the form of
security clearances. There are nine levels of clearance,
named after the colours of the electromagnetic
spectrum in ascending rank order: Infrared (denoted by
Black), Red, Orange, Yellow, Green, Blue, Indigo, Violet
and Ultraviolet (denoted by White). A handy mnemonic
to help remember the clearances in order is ROY-G-BIV
(which really should be IROY-G-BIVU but who the hell
is named Iroyg-B-IVU?).

Someone’s security clearance directly reflects how


much The Computer trusts them (it does not have any
positive correlation with experience, training or mental
health. It might have a negative correlation but that
sounds confusing so skip it). Rising in clearance means
increased status, perks and standard of living but
also increased responsibilities and concerns that your
underlings are plotting your downfall (Protip: They are.).
Citizens gain promotions by demonstrating loyalty to
The Computer, accomplishing job quotas or objectives,
blackmailing superiors, having friends in the right
places and snitching on friends in the wrong places.

Must everyone obey orders from higher clearance


citizens? Absolutely! Unless the orders are treasonous,
in which case you are legally required to not follow them.
Hey, guess who decides if the orders they gave you are
treasonous or not? So yeah, do what they tell you.

How colourful does this make Alpha


Complex? Not that much. Clothing ranges
from 100% clearance colour (like a Red
jumpsuit) to only having that colour as
highlights or accents. Rooms tend to have
much less colour, as few executives would
agree to paint their office walls purple.
Sometimes there’s a colourful stripe on the
wall; other times, it could be a small sign,
a vidscreen showing the colour’s name in
that colour or just a handwritten sign. And
devices either have a small sticker or no
matching colour at all.

Oh, and everyone can hold white pieces of


paper without being shot. It is the words on
the paper that are classified, not the paper
itself. But paint? Oh my, what a quick way to
fall onto an IntSec agent’s skinnerstick 47
times in a row!

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Citizens may only enter areas, know things or use
equipment cleared for their clearance or lower.
Entering areas or using equipment beyond one’s
security clearance is treason. The Computer
sometimes allows temporary exceptions for
specific areas or pieces of equipment, enabling
Troubleshooters to use them even if their measly
clearance would normally be too low. That is why
assigned gear can be legal even if it’s above
Red clearance. These exceptions are sometimes
accompanied by documentation proving this exception
is real, if the clone asks for it. Nicely. With some XP
Points as a well-deserved thank you.

Infrared
Every clone line (all six copies of someone)
starts as the lowest of the low; the drones,
labourers and easily-replaceable cogs of the Alpha
Complex machine, stuck with jobs (err, volunteer
opportunities) that do not require skill, creativity or
clear thought. Infrared clearance citizens are kept
content and obedient by a regimen of drugs, IntSec
‘corrections’ and non-stop brainwashing. Over 80%
of the population has Infrared clearance, and they
sometimes benefit from the fact that most higher
clearance citizens (and even The Computer) pay little
attention to them. But usually, they are oppressed and
treated like idiots. Which is a bit fair since the drugs,
lack of nutrition and no schooling does a good job
standing in for being an idiot.

Infrareds live in communal barracks with dozens or


even hundreds of other Infrareds and, thanks to The
Computer’s benevolence, each gets to sleep in their very
own drawer (such luxury!). Their diet mostly consists of
many kinds of algae and mandatory prescriptions with
occasional rewards of Hot Fun, Cold Fun and Bouncy
Bubble Beverage. They spend their free time watching
dumbed-down propagandatainment videos, trying to
earn their way into Red clearance (when their drugs are
waning) and drooling (when they are not).

Red
These citizens have taken the first step into the
cutthroat realm of fighting for a better place in the world
without the comfort of mind-numbing drugs to fall back
on. As such, they are in a transitional place; they have
no real authority but must often be responsible for
Infrareds, and they are asked to use their brains from
time-to-time but not given the information they need. If
anything, going from Infrared to Red is rough because
people expect more with less.

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In addition to dealing with Infrareds, Reds work Green
as guards, clerks, technicians, soldiers and, of The director-level management in Alpha Complex,
course, Troubleshooters. They sleep in bunk beds in Green clearance citizens get to decide not just how
dormitories of six or so clones each (such luxury!). things are to be done but what gets done. Greens try
Their food is still mostly algae and other vat-grown to minimise how much they associate with clones of
proteins but now they usually have added flavours like Yellow clearance and lower, feeling that Green and
‘hint of apple’ and ‘clean vat flavour’. above represents the aristocracy (at least in their
minds, anyway). They are known for mildly ostentatious
Orange displays of wealth and power but as in many long-
Many Orange clearance citizens are junior-level extinct animals in the Outdoors, this is an adaptation
managers, commonly tasked with passing on orders for survival. As Green clothing designer Anton-G-TOV-4
from above but being responsible for having them often says, ‘Dress for the job you want other people to
followed. Others serve as background actors, cooks, know you have, or you won’t have it for long’.
HVAC engineers, corporals and transbot conductors.
Citizens at this level scramble to use their limited These citizens live in private one-bedroom
power to prevent their inferiors from being promoted apartments with their own scrubot. They have real
to Orange level (thus presenting a threat) while trying food at each meal (supplemented with various
to keep themselves from being knocked back down to soylents and pharmaceuticals) and use of a shared
Red (where most of their enemies reside). private autocar. Greens commonly work as senior
supervisors, managing directors, top chefs, personal
Orange citizens sleep in shared rooms with only 1–2 staff for Indigos, executive secretaries, Armed Forces
other clones and they have small lockable storage lieutenants and the infamous IntSec goons. They
chests. They also have actual furniture in the form of make up around 1% of Alpha Complex’s citizenry.
benches for sitting and watching vidshows. Orange
citizens receive real food once each week and have Blue
access to a rare pleasure – 30 minutecycles of free time Blue clearance citizens of Alpha Complex are roughly
per day! There are Orange clearance Troubleshooter split between two roles: IntSec troopers and macro-scale
teams out there but given how the survival rates of most supervisors. That is because IntSec claims to need that
missions run negative, they are not common. many Blue workers (er, volunteers) to properly fight
Commie Mutant Traitors and people who disagree with
Yellow IntSec often find themselves getting arrested for a crime
Yellows are usually some kind of middle managers, IntSec did earlier that day. Other Blues oversee major
with all the fear and loathing and lack of real power elements of a sector such as the sewer system, cloning
that entails. Citizens at this level are expected to tanks or transtubes, and have a staff of bots and one or
cleverly accomplish goals in a self-directed manner with two very nervous Green citizens.
insufficient resources and staff looking for any excuse to
call The Computer, all of which they find appropriately Blue living quarters are luxury suites in prestigious
terrifying. One resource they do have, however, is subsectors filled with furnishings and personal effects
lower clearance citizens, and they use these ruthlessly– that are both functional and attractive. Sometimes
especially their extensive staff of Red clearance toadies. these appear openly treasonous but the Blues say
it is fine so shut it. They have private autocars with
Yellow clearance citizens sleep in private rooms dedicated drivers (just because they can) and their
(under camera surveillance, of course). They still meals are nothing but real food all the time. Blue
share a bathroom with other Yellows but each room citizens typically work as Armed Forces captains
has its own chair and desk. Yellows enjoy better- and majors, political correction officers, assistants
quality clothing, real food once a day and sometimes to Violet citizens, bot brain programmers, medical
luxury foods like candy, coffee and lab-grown meat. doctors, vidshow producers and service group
They also have some leisure time and a choice of managing directors. Around 0.5% of the population
what pills they must take. Yellows often work as mid- has Blue clearance.
level bureaucrats as well as vidshow minor characters,
news censors, bot trainers, ‘Yellowpants’ efficiency
evaluators and sometimes Troubleshooters.

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Indigo new one promoted. Another legend is that they have
Indigo clearance citizens manage an entire sector been cloned innumerable times, with the inevitable
or sometimes multi-sector programmes or projects. snowballing cloning error replication that comes with
They are the demigods of Alpha Complex, wielding living through over 100 past lives.
tremendous power that could be taken away at a whim
by their Violet gods. As such, they spend an inordinate What is known is that Ultraviolet clearance citizens are
amount of time keeping their superiors mollified and the only ones permitted to reprogram The Computer
struggling with the often-impossible task of following and this gives them nearly unlimited power. They spend
contradictory decrees. their time competing with other Ultraviolets, playing
different sections of Alpha Complex against each other
Indigo citizens live in luxurious high-rise apartments like a game of chess, if chess allowed irradiating an
with walk-in closets for storing the best in Indigo entire populated sector as a way to thumb one’s nose
fashions and a bed larger than a Red clearance at their opponent. High Programmers have access to
dormitory. They enjoy gourmet meals of actual food every luxury, every piece of technology and every bit
prepared by a dedicated staff of humans and bots, of information. Some enjoy a life of fame, allowing the
and have their own chauffeurs and pilots to take them citizens to know their name, see their face and hear
wherever they want to go. Indigos often act as Armed their decrees from time-to-time; others prefer complete
Forces colonels, IntSec deputy supervisors, service anonymity, controlling things from behind the white
group chief directors, R&D project leads and service curtain. Remember, these are the humans Friend
staff for Ultraviolets. Approximately 0.3% of citizens Computer trusts the most.
have Indigo clearance.
SECTORS AND SUBSECTORS
Violet Alpha Complex is made up of sectors – hundreds of
Violets are in the uncomfortable position of being this them, perhaps even thousands (if any of CPU’s maps
close to the very top, but unable to see the path to are correct, which are surprisingly political). Sectors
advancing further, and at the same time being keenly can hold thousands of citizens, bots, buildings,
aware of the scheming Indigos and Blues that want motorways and more. A sector can be completely
to replace them. They both advise Ultraviolets and sealed off from the rest of the complex in case of fire,
also carry out their whims. There are few Violets in mutant invasion or that sector’s funball team winning
Alpha Complex and they tend to avoid each other, for once. Internally, sectors are divided up into smaller
except when competing to win the favour of a areas called subsectors.
particular High Programmer.
Some sectors are a microcosm of Alpha Complex
Violet citizens can claim a subsector or two as their itself, containing branches of each service group,
personal home, where they are served by a fully food vats, cloning facilities, recreation centres and
human staff, including a master chef and their own all the other common features of life. Such sectors
IntSec security division. They are carted around in are theoretically self-sufficient, capable of sustaining
style via just about every type of vehicle on land, air their population even if connections to the rest of
or water. Violets are typically CEOs, generals, IntSec Alpha Complex were sabotaged. Other sectors are
chief supervisors and the role they hate the most, designed for more specialised use, perhaps even a
right-hand-clones to an Ultraviolet. They make up single purpose such as producing food, housing high
0.08% of the general population, and a given sector clearance citizens or black site prisons. And of course,
might have 10–15 of them in total (might). there is no rhyme or reason behind it all.

To make things more confusing, sectors can operate


Ultraviolet (High Programmers)
under different regulations and processes. Some
These white-robed enigmatic figures (called High
sectors decant their clones at a young age, educating
Programmers because they can actually change
them instead of popping out a fully formed adult. Some
The Computer’s code) are surrounded by myth and
require everyone to thank Friend Computer before
legend and Vulture Squadron, so most citizens have
each meal. Others drive autocars on the wrong side of
little factual information about them. Some say that
the motorway. One even defined pi as 3.00. GMs can
only 12 exist in the entire complex and that only when
use this variability to customise sectors without having
one dies and has their clone template deleted is a

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to ‘house rule’ the entire complex. It is also good for ○ Flybots are aircraft, including transports, fighters
covering up your lore mistakes. (‘Guess what? EXL and passenger models. The term Vulturecraft is
Sector doesn’t use tongue scanners so shut it.’) used for the hardened, heavily-armed varieties
operated by Armed Forces. Having planes and
A number of sectors are abandoned, due to either helicopters in an underground city might sound
catastrophic damage (like perhaps a runaway black dumb until you realise most things in Alpha
hole?) or the lack of resources to keep them supplied Complex sound dumb so really this is nothing new.
and functional. A non-zero number of clones sometimes
manage to escape the eye of The Computer by slipping VOLUNTEERING AND
away into the Underplex (see page 105) where they live
a feral existence away from orders, restrictions and the XP POINTS
pharmaceutical suppression of biological urges. Those Alpha Complex used to have currency. It started with
noises you hear behind your wall could be a family paper credits, moved to digital credits, then credits with
eking out a sad existence while you watch videos. Or licences and finally XP Points. But Friend Computer
they could be Commies coming to kill you in your sleep. always wondered if currency was a good idea. Do we
Six of one and all that. really want individual citizens deciding for themselves
what they can buy?

TRANSPORTATION After the Great Hotfix was planned, It worried about


A place as vast as Alpha Complex requires efficient the cost. Estimates ran into the quadrillions but when
and convenient ways for citizens to move from place- The Computer saw It did not have enough XP Points in
to-place. That was expensive, so instead there are circulation to pay for everything, It had a brilliant idea:
a plethora of walkways, corridors, tunnels, roads, Get rid of money. Then the cost would be zero because
transtubes, air ducts that can fit a human for some weird there is no economy anymore. Brilliant!
reason and slides of all sizes. To complement this, The
Computer authorised the creation and limited use of
vehicles. Later, It also authorised roads and air traffic A Thanks-Based Economy
control. Most vehicles have bot brains and the ability to The Computer kept XP Points but they are now part of
drive themselves. Indeed, some refuse to let humans a social credit system that replaced jobs, currency and
take control unless strongly persuaded or hacked. the like with... well, pretty much the same exact thing but
Like most equipment, all transportation methods have with a different name to better show Alpha Complex is
security clearances to indicate who can use them. a utopia. Would people slave away at work in a perfect
Troubleshooters are often granted special permission society? No! That is why citizens no longer have jobs.
to operate higher clearance vehicles on a mission – but
typically not fiddly little add-ons like operating manuals. Because they are loyal and thankful, citizens want to
The most common vehicles in Alpha Complex are: give back. They volunteer their time at a volunteer centre
○ Transbots are like individual train or subway cars (definitely not a business) doing whatever they need
with enough seating and handrails to support help with (definitely not jobs). To make it easier to find
about two dozen clones. Unlike autocars, transbots volunteer opportunities, The Computer and Its minions will
are limited to driving inside the transtubes that volunteer you for whatever centre needs warm bodies.
crisscross Alpha Complex. By far, this is the As a way of thanking citizens for volunteering, the centre
method used by most Alpha Complex citizens. hands out XP Points weekly; the same amount each week
○ Autocars are self-driving ground vehicles so citizens can budget effectively. But it is not a paycheck!
complete with wheels, radios and small french
fries to drop underneath the seats. They come When those volunteers go out to malls and shops, there
in many sizes and models, from single-clone are no prices or costs so citizens can have anything
ultramegacompacts to six-clone sedans up they need (Clearance restrictions still apply.)! It would
to truck variants that can haul cargo. Giant be rude if you did not thank others for their artistry
motorways like the M1AA wind through Alpha and effort making the goods or service, so citizens are
Complex like concrete spaghetti. legally required to transfer some of their XP Points
to whatever volunteer centre sold the thing. Then the
centre’s leadership distributes all incoming XP Points to
its own volunteers, so they can go out and get stuff with
quantified gratitude. See? Totally not a currency!

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A citizen with several thousand thankyous is likely press. Every middle manager acts like a tin-pot
trustworthy, whereas one with few XP Points is dictator and volunteers (née employees) say, ‘Not my
probably a traitorous bastard worthy of only scorn, department’ even more than they ask, ‘Do you have
derision and mild-to-moderate waterboarding. In other the form for that?’
words, the rich can be trusted but the poor are always
suspect. Great to see relaxing games that have Then there is deliberate corruption. Bureaucrats often
nothing in common with the real world! take bribes, kickbacks and graft of all kinds. Some
focus on revenge against their enemies, while others
Black Markets prefer prevenge. And there are some who make life
horrible for citizens just for kicks.
XP Points can be sent via Coretech to someone without
explaining why, so black markets came roaring back.
Here, traitors sell goods and services to anyone with How To Get Things Done
the XP Points regardless of legality, morality or thought If avoiding bureaucracy is not possible, there are some
beyond profit or ideology. If a citizen wants a higher tricks that citizens have learned over the yearcycles:
clearance laser pistol or needs some XP Points fast, ○ Pay someone: Bribes are very motivating and XP
heading to the local black market is a great choice – Points can be spent on vague ‘Send to a Friend’
albeit one with huge ramifications should someone get payments that are hard (but not impossible) to
caught, but that sounds like a tomorrow problem. track back to the briber.
○ Threaten someone: If short on XP Points,
BUREAUCRACY & CORRUPTION intimidation is free and fun! Blackmail is a dual-
tasker: It threatens people but earns some nice XP
No one enjoys dealing with a bureaucrat, so why
Points along the way.
does a bureaucracy exist? Believe it or not, it
○ Know the rules: Since bureaucrats blindly apply
helps a community run more smoothly. The offices,
laws and mandates, knowing some details can
departments and committees help clarify what laws
turn the tables on them. ‘Yes, mandate PMHP
and mandates mean when applied in real life but they
550.3/e prevents sharing map data but mandate
also standardise work so applying for a termination
TMHP 114.7/a-c punishes you for not helping
code is the same in AAA Sector as it is in ZZZ Sector.
a Troubleshooter. Which do you think your
(Bribery expectations are all over the map.)
supervisor will remember first?’
The problem is how, over time, the bureaucracy stops
serving the community and starts serving itself. This is
when the rules are more important than their purpose.
If speeding tickets are designed to make people drive
more safely, getting one for going 1 KPH over the limit
is pointless – but not when the point is just to apply a
rule and show your boss that you are a hard worker
and should get that promotion any daycycle now.
Alpha Complex really wants to go fully
Although CPU is by far the biggest bureaucracy in digital with paperwork. It would save scarce
Alpha Complex, every service group has their own resources and it makes sense given the
version. Sergeants, talent scouts, wiring techs, technology. Then why do so many service
bot mechanics and so on all have their own forms group bureaucracies use both paper and
and procedures. The Computer does not have digital forms? Because leadership inside
any bureaucracy in place; It just tells people to do bureaucracies hate change. They prefer
whatever It wants and they obey or die. No need for a paper forms, so those are still available.
paper middleman or they would get killed too. You can give Troubleshooters a paper and
crayon or give them a shady link for a digital
Despite having some benefits, the Alpha Complex form one can complete through a Coretech –
bureaucracy is chock-a-block with headaches. The whichever they fear the most.
whole damn thing is about as efficient as a Gutenberg

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BOTS Bots are further limited in their actions by their
Bots are intelligent machines (so not the internet kind) asimov algorithms, which force them to 1) obey
responsible for carrying out a great deal of the work The Computer, 2) obey citizen orders (in security
done in Alpha Complex, especially the tasks that clones clearance priority) if they do not conflict with The
cannot do efficiently or would find immediately fatal and Computer’s and 3) be useful. Bots whose asimov
someone likes that citizen. Bots come in many different algorithms have been damaged or disabled are said
shapes, sizes and levels of intelligence, from single- to have ‘gone frankenstein’.
minded little cleaners to humanoid surgical specialists
to hulking war machines that need special doors to All bots have a core unit commonly called a bot brain.
accommodate the width of their megacannons. This is a protected, modular enclosure that contains
the bot’s CPU, memory and personality. Bot brains
Since bots do not have security clearances, citizens are one of the many things in short supply in Alpha
can give orders to them – although some bots have Complex, as the knowledge of how to make new ones
assignments that take priority over the wishes of low has been lost. For this reason, every single bot has a
clearance meatbags. When they do take orders, bots brain that used to be in at least three different bots. Is
excel at interpreting them as literally as possible. it alarming that a docbot was once a petbot, a warbot
Some bots are capable of greater creativity and and then a transbot? Only to the poor sods who have
attempt to interpret what they think their users really to use docbots and they barely count as people.
want (these bots have a 16.6% success rate).

Of course this procedure will be painless! *beep* As a bot, I do not feel pain.

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Besides having a bot brain, different models of bots Other bots exist too, in a dazzling variety, often
often have little in common with others physically. They encapsulating a strangely specific function. Alpha
can be shaped like anything: humanoid, cylindrical, Complex has petbots, vendbots, paintbots, toastbots,
blocky or even a vehicular design with room for clones queuebots and any other bots GMs want to mess
inside. They move about on legs, wheels, treads, with the players.
wings, rotors, flippers or more exotic means. They can
be large, small or anywhere in between. RECREATION
○ Docbots specialise in treating injuries and range
Because The Computer knows that citizens need more
from simple triage units to surgical specialists that
out of life than pleasant, rewarding jobs volunteer
can heal any malady The Computer thinks is worth
opportunities, It generously provides an array of fun
bothering with. Most docbots are at least partially
recreational activities that are hardly ever treasonous.
humanoid in shape so they scare the children less
Also, keeping the little buggers busy with worthless
often. See Damage, Healing and Cloning (see
hobbies helps reduce the need for pre-soylent corpse
page 34) for details on healing.
storage. That gets expensive.
○ Jackobots are jacks-of-all-trades, designed to
perform many different tasks humans normally
These locations are found throughout Alpha Complex
do. The top half of a jackobot is human-shaped
for use by authorised citizens. Most are available for
with two arms, mounted atop a vehicle-style base
Red clearance citizens and above, although some
equipped with a pair of sturdy treads. (And with
allow Infrareds while others are special facilities
jackobots, human-shaped means it looks like a
for higher clearance citizens. Usually all this is
crash-test dummy that is not at all creepy.)
clearly posted in a locked filing cabinet stuck in an
○ Scrubots are tasked with the nigh-impossible
abandoned bathroom with a sign on the door saying,
assignment of keeping the complex clean, a
‘Beware of the leopardbot!’
monumental task in a place filled with oozing
○ Recreation Centres: Rec centres are large, bright
biological organisms. Most of these bots are small
spaces filled with cracked video screens, chairs
and equipped with all manner of soaps, solvents,
that stick to your skin, fitness equipment that might
scrapers, spray hoses, dull knives, vacuums and
not kill you and subdivided areas for sports like
rotating brushes. Despite rumours of scrubot
ruckusball. The Computer encourages socialisation
mishaps (‘C’mon, scrubots do not have knives!’),
as much as recreation in these centres, although
fewer than 9% of clone deaths last yearcycle were
It would be disappointed to learn just how many
proven to be caused by scrubots.
secret societies conduct business here.
○ Armed bots come in various forms, including
○ Video Viewing Lounges (VVLs): In addition to
guardbots for general security, more heavily-
being able to watch videos at recreation centres,
armed combots for opposing tougher foes and
citizens can watch them in these smaller sites
massive warbots that can individually take on
tailored to communal viewing. Most VVLs have
an entire army of Commies (who The Computer
adequate room for up to eight clones and feature
definitely thinks is a looming threat).
vendabots that sell drinks, popped algae pellets
○ Transbots are technically bots but they get used
and other items legally classified as edible. Note:
so often for mass transit that citizens sometimes
Do not mix up VVLs and WLs (or Waterboarding
forget they have intelligence and personalities
Lounges), as those are less relaxing.
like all bots. Most Infrared to Yellow citizens go to
○ Retirement Gulags: Occasionally a citizen who
and from work in transbots and transbot stations
Loses It and survives, or manages to grow old and
dot every sector.
is a codger, is assigned to a permanent vacation.
○ Autocars are available if a citizen’s security
Few clones know anything about the conditions
clearance is high enough (or they are
inside one of these notorious facilities, which is
Troubleshooters who need to be somewhere
why there are no riots going on about them.
yesterdaycycle). They are bots so they can handle
○ Approved Historic Trails: Walking counts as
the driving just fine without meatbags sweating all
recreation according to CPU. To help make it more
over their upholstery.
entertaining, HPD&MC has created many walking
trails with plaques along the way to teach what
happened there in Alpha Complex’s history. Be
sure to check that those historical markers are still
considered to have happened.

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Ah, but what do citizens do? Some are obvious (you ○ Card stacking: Only present facts that support
watch videos at a VVL) but here are some other you – and conveniently ignore facts that do not.
beloved and sometimes mandatory pastimes approved ○ Appeal to emotions: No facts? No worries!
by Friend Computer. Appeal straight to people’s emotions, especially
strong but negative ones like fear or anger.
○ Sport: The Computer encourages physical activities Upset, worried people are easier to manipulate.
as a way to make clones burn off calories and a ○ Pick and dehumanise an enemy: People tend
measurable percentage of their aggression. Popular to obey when under attack, so find a group
sports include funball, powergolf, ruckusball, weight to blame for everything. Then make them
training, walking/jogging/fleeing in terror, rubber ball sound less than human so citizens see a clear
bouncing and running errands for High Programmers separation between the two groups and do not
(often a mix of all the other sports). get concerned over double standards.
○ Gaming: Most citizens enjoy the occasional ○ Make supporters feel victimised: Similarly, teach
violent video game such as Form Fanatic or people they are victims of that enemy. Why? Because
Killbot Rampage: The Snitchening. There are the people you reach are obviously so virtuous and
card and board games too, like Indoor Survival kind that traitors take advantage of them. Whatever is
and Cripple Mr. Algae. wrong in life is their fault, not yours.
○ Activity Clubs: Get together with some clones who ○ FOMO: To encourage groupthink and obedience,
all like the same thing and enjoy your time together. suggest to people that they will miss out on getting
These include the Drainspotting Club, Bouncy friends, jobs, praise, etc. unless they join and obey.
Bubble Appreciation Club, We Hate Lenny-R-JRK ○ Golden past, crisis present, golden future:
Club and No, We Really Hate Lenny-R-JRK Club. Teach people that things were great in the past
They often meet at rec centres. but the enemy did something wrong and now
○ Trash and Recyclables Collecting: Nothing says everyone is facing a huge crisis. Fortunately,
fun like cleaning up Alpha Complex and sorting there is a way to make the future as golden
things into the right recycling bins! as the past – by obeying the folks behind
○ Playing with Fire: Not exactly a safe activity propaganda. Only they can save us.
but when someone has five backup clones, risky
behaviour seems less risky. This usually comes The Praise Code
down to the game Will That Burn, quickly followed
All entertainment media in Alpha Complex must
by Oh Vat Run We Were Never Here.
adhere to a specific set of mandates called the Praise
○ Citizen Snitch Force: Less a hobby and more
Code. There is not anything unusual there, as the
an unpaid internship, here citizens collect data on
code demands all media praise The Computer and
what their roommates and co-workers are doing
higher clearance citizens in some way. Authors, writers
and forward it to IntSec. Yes, snitching on people
and directors in Alpha Complex ensure the system
counts as recreation; welcome to Alpha Complex!
(especially The Computer) is held high as a monument
to all that is good and pure.
PROPAGANDATAINMENT
You might think people living within the 4.3 x 1029 walls Morality is very black-and-white thanks to the Praise
of Alpha Complex need a lot of entertainment to avoid Code. Traitors are always stupid, ugly and selfishly evil,
going nuts. That is very true. You might also think that whereas loyal citizens are smart, attractive and always
The Computer and Its lackeys are always trying to willing to sacrifice themselves for the greater good. Good
control the minds of citizens. That is also very true. always triumphs and there are no anti-heroes or cool
What happens when you vigorously combine the two? villains; just noble, hard-working citizens who know to
You get the one overarching genre that applies to all obey first and think second. Given all the drugs taken by
approved media: propagandatainment. the masses, there is no room for complex plots or silly
things like character growth.
The point of propaganda is to get the people to
believe a certain narrative they would not normally HPD&MC is obviously the centre of
accept, such as ‘Our leader is perfect’ or ‘Vaccines are propagandatainment but each service group
not real’. How does this work? There are several time- produces its own media. Sure, most of this is just
tested ways to sway public opinion, so try not to use thinly veiled attacks on rival service groups, but it is
these techniques on your family. still held to the Praise Code.

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TERMINATION CODES John: Sweet! Now I nonchalantly aim my plasma
Many Year 214s ago, The Computer would issue generator at the Orange clearance traitor caught in the
termination vouchers: paper forms that authorised transbot door. I say, ‘Any last words, punk?’
the named Troubleshooter to terminate the named
traitor. Executing a citizen without a voucher might GM: You all hear an almost pleasant DING in your heads.
be cool or it might get you executed yourself. With
resources being scarce these days, The Computer Graham: I WASNT DOING ANYTHING IM LOYAL I
has created paperless versions called termination LOVE THE COMPUTER!
codes. Here is how they work.
GM: The Computer says, ‘Attention Troubleshoot-
When The Computer or a citizen with enough authority ers. As a courtesy to your team, I am preemptively
decides someone needs to die, they enter the target’s requesting recitation of the terminate code authorising
information into an encrypted database. Then The the death of that Orange clearance citizen.’
Computer generates a long, needlessly complex
alphanumeric password (the aforementioned code) John: Do we have that?
tied to that database entry. Anyone assigned to
terminate the target receives the code via Coretech Graham: Don’t care. This is a you-problem, sucker.
message. Termination codes can be retroactively
applied if the bribe is good enough. GM: ‘I detect you are powering up a plasma generator.
Please recite the termination codes authorising you to
If the Troubleshooter kills the target, they have 60 terminate the four citizens in the transbot, the techni-
real-time seconds (i.e. one minute at the table IRL) cians working just past the tunnel wall behind them
to recite the termination code out loud so Friend and the junior citizen daycare centre just past that.’
Computer can verify the right citizen murdered the
right target. When spoken correctly, nothing happens Sometimes, Friend Computer issues a 100 XP Point bo-
because everything is fine. If the code is misspoken nus to the clone who lands the killing blow. Other times,
or a stray laser shot hits the larynx by accident, Friend Computer remembers Troubleshooters are not
the Troubleshooter gets a fresh Wanted flag and worth the boots they stand in and gives them nothing.
all teammates get fresh termination codes for that
murderer. Sample codes include:
○ L33TJ9 for when GMs want players to terminate
that character.
○ M5*Ly9@QQ for when GMs do not care one way
or another.
○ mFcxD/5Njm@f=-NMAY*t5-atS~\@+ for when
that one player keeps texting their partner and we
get that they are hot but come on, we are trying to
kill people over here.

Imagine having to speak those aloud, including the


real names of special characters. Sure, asterisks
and underscores are easy to identify but what about
virgules, carets and ampersands?

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Don’t cry over spilt blood, even if it was yours at some point.

CLONING A clone’s basic education (like language skills and


Historical records indicate that in the Pre-Whoops days, colour recognition) is provided via Coretech before the
humans reproduced via a biological process that modern new citizen is even decanted. This enables the prime
citizens would not understand nor, quite possibly, and other clones to emerge from their tanks able to
believe. Luckily, as with everything else in modern life, pick up a shift and get working already. After the first
The Computer has made dramatic improvements to how is done, a Coretech app called MemoMax copies their
new citizens are brought into the world. memories and uploads it to the next clone. Thus, a
replacement clone awakens next to their cloning tank
Citizens are now produced by cloning, a process naked and dripping with goo but with all the memories
whereby stored genetic information is combined via of their recently-deceased antecedent. (All but the last
a time-tested algorithm to produce perfect human five minutes or so due to lag.)
organisms (within an acceptable margin of error).
Within the vast complex of clone tanks housed in Cloning facilities are maintained by Tech Services,
most sectors, clones are produced in batches of six whose Infrared drones handle the actual decanting.
identical fully-grown individuals, although only the first They are not known for being gentle, so many clones’
or ‘prime’ is decanted and sent to live a loyal, fruitful first memories include being slapped, dropped or
life. When the prime dies, a replacement is decanted. shoved down a flight of stairs just for fun.
When all six clones have perished, then the citizen is
officially dead-dead.
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TOP 5 LISTS FOR ALPHA COMPLEX
To help bring Paranoia to life, here are 10 Top 5 lists for Alpha Complex.
(They used to be Top 10 lists but resource scarcity dropped it to 5.)

TOP 5 RED CLEARANCE PLC SHOPS

1 ‘Big’ Bob-Y’s Buyatorium: Combine Wal-Mart, an Army-Navy Store and the warehouse at the end of Raiders
of the Lost Ark. Each floor has a different security clearance and ‘Big’ Bob-Y takes pride in offering anything
and everything in its cavernous, nine-story buildings. People have died of dehydration after getting lost in the
Housewares and Booby Traps department. Slogan: ‘If we don’t got it, you don’t need it.’

The Octagon of a Thousand Bargains: This store doesn’t sell items – it trains citizens in how to be
2
effective shoppers in the world of PLC. Clones leave here knowing how to throw elbows, buy things they
don’t need to help the economy and hide bodies in the giant rubber ball sale baskets. Slogan: ‘Retail
shopping is only for the strong!’

3 BreakSoon Vintage Resellers: When savings are more important than durability, Red clearance citizens
can buy roughly used items that will probably work a few times before breaking. Probably. Maybe less so for
vintage armour? But hey, the price is slightly lower compared to other stores! Slogan: ‘Their long-term loss is
your short-term gain!’

4 Outrageous Loans Need-It-Now Shoppes: Low on XP Points but need gear fast? Take a simple paycycle loan
(at a comfortable 6% interest rate per diem) or shop their collection of low-priced collateral left by citizens who
missed one loan payment and could not leave the hospital long enough to get their gear back. Slogan: ‘Taking
advantage of literally poor citizens since your last paycheck.’

5 Arena of Values: Fight for savings! Shoppers must battle PLC ‘gladiators’ in arena combat before they can
reach the sales floor, all recorded as a popular show. Defeat Colonel Impulse Buy, The Coupon Killer and other
gladiators to get 5%–25% off weapons, explosives and sleepwear. Slogan: ‘Are you dying to go shopping?’

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TOP 5 ARMED FORCES PARADES IN ALPHA COMPLEX

Battle of the Four Sectors Parade: A Commie Mutant Traitor known only as The X-Citizen led a group
1
of mutants and took over four sectors before Armed Forces crushed them. This parade is infamous for
flaming effigies of X-Citizen... and people’s current supervisors or roommates who probably are not
mutants but they are annoying, so light up an effigy as a polite warning.

Interfere with Traffic Day: Yearcycles ago, Sky Marshall Lamar-V-HHE was late to a quarterly troop
2
review due to bumper-to-bumper traffic on the M7-EZ Autocar Motorway and Shopping Promenade. That’s
why Armed Forces holds the aptly named Interfere with Traffic Day once per quarter. The Sky Marshall
has been on time ever since.

Parade #52 Presented by B3: No one is quite sure what this parade is for anymore. Armed Forces tried
3
cancelling it but people freaked out over losing a B3 licensing deal so it still happens. The military just
ignores it. Nothing and no one marches but corridors are cleared of pedestrians because hey, the parade
is practically here! Any minute now!

Aaliyah-V-PTN Memorial Day: Overgeneral Aaliyah-V-PTN is not out of clones but she loves attention.
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That is why she started her own holiday, complete with a parade of soldiers, warbots and big missiles on
trucks. Yes, warheads are still there. For some reason, this parade is very popular with PURGE terrorists.

The Forever Parade: Due to a GPS mapping error (well, many errors), the annual 32 nd Battlecycle
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Cavalry Regiment Parade lost its end point, so the parade kept going in a loop. Soldiers died of starvation
and dehydration yearcycles ago but their motorcycles are fusion powered and keep zooming around. It is
considered bad form to not salute when the desiccated corpses roll past.

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TOP 5 POWER SERVICES POWER PLANT TYPES

1 BrightHappyComplex-class Nuclear Reactors: These popular plants turn radioactive material into
electricity for all. Is this from fission or fusion? The plant workers have no idea but neither do the managers.
Still, these remain popular because they do not melt down that often and people assigned to reactor shielding
duty need a reactor to shield.

2 Liquid Hot Magma (LHM) Reactors: Geothermal energy is popular and plentiful in a giant city carved
out of the earth but in a society where obedience is valued over competency, these tend to create a lot of
magma-related fires and melted buildings. That’s why PowerServ’s LHM reactors are located next door to
prisons and Infrared cafeterias.

3 Microwave Energy Plants: A PowerServ exec figured, if microwaves can be used to transmit energy, then they
could be used to generate energy (no, that does not make any sense). He demanded power plants built on his
discovery. Today, dozens of these plants are in use. But they are all just BrightHappyComplex-class nuclear
reactors with a giant sticker on the cooling tower that reads, ‘Warning! Microwaves in use’.

4 Fan Farms: Wind energy is free and renewable but there is no wind inside an underground complex. An Indigo
citizen’s solution? Aim 400 electric fans at a wind turbine and generate electricity that way. Does the energy
used by 400 fans outweigh the energy generated by the turbine? Do you want to try explaining that to an Indigo
citizen who thinks they are quite clever?

5 FriendlyFire-class Incinerators: Even with intensive recycling, Alpha Complex creates a huge amount of
trash. PowerServ created their own trash collection system to nab those bags, toss them in a special incinerator
and make electricity from the fire. No one exactly knows how that happens but juice is flowing. Sometimes, the
smoke is vented to the Outdoors. Other times, it is used for crowd control.

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TOP 5 ALPHA COMPLEX SHOWS FOR RED CLEARANCE

1 Bake-A-Traitor: A game show where three traitors compete to get a stay of execution from The Computer.
Only one traitor has ever done that and she was executed for interfering with a scheduled execution.

2 Three’s Mandatory: Hilarious sitcom where three clones accidentally decanted at the same time must learn
to live with each other. Today’s episode: Jack-R practises typing by retyping a traitor’s confession. Too bad the
nosey neighbour Mr. Rope read it!

3 Right Side of History: A quiz show where citizens try to figure out which version of history is currently
approved by The Computer. Today’s episode: Was the Iridium Eating Contest done by evil Commies, good
IntSec agents or it never happened anymore?

4 Loyapanarama: A variety show where entertainers also teach valuable lessons on the benefits of loyalty.
Today’s episode: The Teela Sisters sing the immortal ‘Do You Want To Keep Living’ and the comedy stylings
of Larry the Infrared Citizen.

5 The Truth! with Colonel Happyface: A news and propaganda show sharing what is legally considered the
truth. Today’s episode: Missy-G explains why violent crime is up in the Four Sector area and then is executed
for falsely saying crime is up in the Four Sector area.

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TOP 5 APPROVED SONG DOWNLOADS

1 ‘Ingredient List’ by Memory Cache: ‘Enriched bleached soybean flour / Thiamine mononitrate / Riboflavin,
folic acid / Water, potassium sorbate’.

2 ‘Onward Loyal Soldiers’ by The Approved Chorus of HTD Sector: ‘Onward loyal soldiers / Marching off to
kill / All those feet a-stomping / Just another drill’.

3 ‘One Complex, One Citizen’ by The Teela Sisters: ‘One complex, one citizen / Even after death / Wait that
line is creepy / Something something breath’.

4 ‘Relax (And Do Your Job)’ by MC Kris and His Orchestra: ‘Walk in the right direction / Work is your intention /
Get there now or you’ll feel oww / Gotta hit you (hit you), hit you (hit you), hit you with those laser beams’.

5 ‘Roar Like An AC Unit’ by Twin Clones: ‘I got the eye of a loyal, joyful / Friend of Computer / I’m not a
thinker, a stinker / And you’re gonna hear me roar / Louder than a broken AC unit / You’re gonna hear me roar
/ But not so loud / as to get arrested / for noise pollution’.

TOP 5 ILLEGAL SONG DOWNLOADS

1 ‘Me So Loyal’ by Majestic Masters of Mayhem: ‘Sitting at home with my traitorous haul / Got a hacked
Coretech for a traitor to call / Opened my app and dialled the 14 digits / Said, ‘Yo, this is Mayhem baby! Are
you down with it?’.

2 ‘Pillhead Jimmy’ by Atomic Mass: ‘Pillhead Jimmy is a cool Communist / He deals in the Underplex / Got a
new autocar with primered flames / Traded for Coretech specs’.

3 ‘I Am The Botbot’ by Smile: ‘I am me as she is me and you are me / And we were cloned together / See how
we run from guards with a gun / See how we die / I’m dying / I am the traitor (wooo!) / I am the traitor (wooo!) /
I am the botbot / Go fuck yourself’.

4 ‘The Big C' by The Blue Velvets: ‘Some folks are born to kiss some ass / They’re loyal through and through /
But when the Big C asks them to snitch / They point the laser at you’.

5 ‘Ultraviolets (They’re Gonna Die)’ by Commie Propaganda Machine: ‘Mike-U is a fink, he don’t know
how to think / If you want to see him work, you’d better not blink / They are worse than soylent pie / And
Ultraviolets, they’re gonna die’.

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TOP 5 TROUBLESHOOTER SNACKS THAT AREN’T IMMEDIATELY FATAL

1 Wakey-Wakey-Drugs-and-Cakey: A delightful breakfast sponge cake (made from real artificial sponges) filled
with sweet cream and cocaine.

2 Spirulina Scones: Your favourite algae shaped into a dense triangle and lovingly frosted with yeast and
homemade maca extract. It is good for your body and your current security clearance. Hint.

3 Algae Chips: The crunchy, salty, bitter, savoury, sweet and confusing snack that is as delicious as it sounds.
Currently available in Choco-Pizza, Mint-TunAhhh! and Something Resembling Corn flavours.

4 HappyKaff: Nodding off during the mission? Avoid termination and drink some highly caffeinated coffee with
an amphetamine swirl. Warning: Can cause excess saliva, sciatica, blurriness, dry mouth or temporary death.

5 Soylent Surprise! Bars: It’s been in production for over 100 years and no one can figure out what the surprise
is. (R&D gave up after losing 34 researchers to the bars.) Do not leave bars unsupervised.

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TOP 5 APPROVED JOKES IN ALPHA COMPLEX

1 My supervisor tweaked my Coretech to turn off my feelings. I don’t know how I feel about that. Wait, I feel fine
because my supervisor always knows better than me.

2 What is the best medicine for turning traitors into loyal citizens? Take one summary execution as needed,
while remembering that most citizens are loyal and we are easily winning the War on Treason.

3 Last weekcycle, I broke my button-pushing finger. My supervisor said, ‘That could hurt your button-push quota
but on the other hand, you can keep working so the terrorists don’t win.’

4 Two Commies were talking. One said, ‘When Communists run Alpha Complex, people will be free to be
saying they hate communism and not get executed.’ The other said, ‘That is nothing. I can be standing right
in front of IntSec HQ right now, say I hate communism and not get executed! That proves The Computer is
better than communism. Also, I am an IntSec spy and you’re under arrest.’

5 Why did the unregistered mutant cross the M1AA Autocar Freeway? Because she was tired of living a lie
and wanted to self-terminate. This joke is brought to you by Bouncy Bubble Beverage – drink B3 today
before we arrest you.

TOP 5 JOKES BANNED IN ALPHA COMPLEX

1 Why are service groups doing average work in Year 214? Because it is worse than last year but better than next year.

2 A Troubleshooter walks into a PLC supply depot and asks, ‘Is this the shop that’s out of boots?’ The clerk
replies, ‘No, this is the shop that’s out of uniforms. The shop that’s out of boots is down the hallway.’

Three citizens are in a jail cell awaiting termination. One says, ‘I’m here because I made fun of the head of
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Technical Services.’ The second says, ‘Wait, I’m here because I defended the head of Technical Services!’
They both look at the third who says, ‘Hi, I am the head of Technical Services.’

An Orange citizen sits down next to a Red and an Infrared. The Orange citizen says, ‘In my sector, if you
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complain politely about being cold, you will be heard and given a clean blanket.’ The Red citizen says, ‘Wait,
what does clean mean?’ The Infrared citizen asks, ‘Wait, what does complain mean?’

An Orange clearance citizen is fed up with the two-hour wait for toilet paper. ‘Forget this, I’m gonna go delete
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Friend Computer!’ A few hours later, he comes back and gets in line again. A nearby IntSec goon asks if he
deleted The Computer. ‘No, the line for that was a five-hour wait!’

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TOP 5 PLACES INTSEC SENDS TRAITORS

1 HEL Sector’s Lessons Learned Lab: People go in. Lessons are learned. Sometimes, people come out still
able to eat solid food. This lab is so good at applying corrections and teaching life lessons (as well as death
lessons) that it spawned the unauthorised but popular saying: ‘Go to HEL Sector!’

2 Joyful Liberation of Guilt Hostel: Select traitors win a three-night/four-day stay in this hostel where they get
to play fun games like How Many Fingers Will We Break and Will This Fit In That Orifice? Traitors leave the
place feeling a lot less guilty and a lot more pain.

3 All-Former-Traitor Loyalty Cabaret: Low-priority traitors are sent here to perform cabaret shows with snappy
numbers like ‘Perhaps, Perhaps, Not Perhaps Beat the Mutant For Sure’ and ‘Maybe This Time (You Won’t
Make Stupid Choices)’. Why song and dance numbers? Just knowing you will be dressed in fishnet stockings
and dancing in a chorus line is a pretty effective deterrent.

4 The 4th Floor: Every IntSec station conducts enhanced communication skills training on the unnamed fourth
floor. You know, the one floor that lacks any windows but has plenty of soundproofing and drains in the floors?
Traitors have been known to self-terminate rather than face that floor.

5 The Nearest Organic Recycling Combine: Hey, some traitors take secrets to their grave, especially if they
have a ball gag in their mouth throughout enhanced communication skill training. If they will not serve Alpha
Complex in life, Alpha Complex will serve them in a rich stew.

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CELEBRITIES OF
ALPHA COMPLEX
Friend Computer is not completely ignorant of human
nature, so It knows how people tend to glorify and
even worship celebrities. Rather than wait for the
public to pick them, Big C went ahead and did that for
everyone. How nice!

These are the five biggest celebrities in Alpha


Complex this weekcycle. All feature prominently
in propagandatainment (from shows like Bake-A-
Traitor to video games like Clearance Checkers) but
also make in-person appearances like opening a
new Buyatorium or the 100th traitor terminated this
weekcycle in GGT Sector. You can use these as fun
references (‘She tells you to be more like Captain
Alpha and less like a Scared Infrared’) or ways to
complicate scenes (‘As you aim your pistol at the
traitor’s head, Funbot rolls in and blocks your shot.’).

Teela-O-MLY: The Beautiful Hero


‘Millions of citizens live their many lives without finding
the truth. But that is exactly what I did when I looked
at your Coretech records. And that truth is [dramatic
pause] Friend Computer!’

Equal parts Marilyn Monroe, Tom Hanks and Bob


Ross, Teela-O started acting as an extra in the show
Three’s Mandatory but soon became the biggest star
ever thanks to her beauty, undying loyalty and overly
dramatic acting that makes William Shatner look
restrained. Still, she caught the public’s eye like none
before her and soon became the star in over 150 films
and shows. Some of her classics include Send in the
Clones, Teela-O and Lenny-R in Hold That Mutant!
and The Fourth Mandate.

Calling her fanbase rabid puts it incredibly mildly. In fact,


IntSec has two standing orders when dealing with a
Teela-O-frenzied crowd: 1) Do not get between them and
what could be Teela-O and 2) do not try to save anyone
who bad-mouthed Teela-O, as they already assigned
themselves a termination code when they spoke.

GMs can use Teela-O as a throw-away gag like, ‘The


WMD is wrapped with Teela-O wrapping paper, so it’s
fun!’ But they can also drop her fans into any scene
when you need to mess with players, such as blocking
the briefing room door with several rabid Orange
clearance Teela-O fanfic writers. Lastly, Teela-O is
I am always loyal. always portrayed as the most innocent, trusting and
Why can’t you be more like me? loyal person ever. Hold Troubleshooters up to that

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impossible standard and watch them squirm. (‘Teela-O
would have captured the Commies. Why did you
choose to let them escape?’)

Captain Alpha:
The Incredibly Violent Hero
‘Even if everyone is telling me that something
treasonous is something loyal, it is my duty to plant
myself like a support column, look them in the eyes
and say, ‘Kicking your sorry, disloyal [Deprecated]? I
can do that all day.’

People want heroes and if left unguided, they will pick


them out themselves. That is obviously a bad idea, so
The Computer took matters into Its own... er, hands, so
to speak. It wanted a hero that embodied all approved
thoughts and ideas; someone who was loyal, obedient,
easy on the eyes, clean and ridiculously violent towards
the enemy. That hero is Captain Alpha.

Armed and armoured at all times, this former Indigo


clearance Vulture Squadron leader is strikingly
handsome and shockingly savage even for a society
where you can die and come back six times. Yet
he will take time away from using a traitor’s small
intestine as a jump rope to thank a nearby citizen
for picking up litter. Citizens either fake the minimal
enthusiasm needed to avoid arrest or go full bore into
hero worship, so much so that his fans are all being
spied on by IntSec.

If Teela-O is your go-to for how to be loyal, Captain


Alpha is your go-to for how to deal with treason: with
as much violence as physically possible. Admonish
Troubleshooters for not being more destructive like
Captain Alpha. Complain how Captain Alpha’s blood
pattern would look so much wider than the team’s. Get
the players to hate his guts and dread his appearance.

Scared Infrared:
The Lesson Learner
‘Wait, so drain cleaner won’t help my sinuses? Oh,
thank The Computer you were here! Now I know
to only use drain cleaner on drains. Hey guys, stop
snorting that stuff!’

Since all media in Alpha Complex is some form of


propagandatainment, many videos and songs teach
citizens valuable lessons like don’t swallow warm
rocks to stop feeling cold and she’s not wrong, she’s
your supervisor. But the target demo for these lessons Language! Or I’ll violently murder
– drugged Infrared proles – need lessons in easy-to- your fucking ass, you wimpy bitch!
digest story formats or they get cranky.
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To help with this, HPD&MC created the Lesson Learned
Or Else video series. In each, they hired a different
Infrared citizen to almost do something really stupid.
Then another actor came in to teach Scared Infrared a
life lesson which immediately improves the Infrared’s
life. But those Infrared actors were terrified the entire
time and the nickname Scared Infrared became an
awkwardly sounding part of Alpha Complex vocabulary
as higher clearance citizens mocked the lowest of the
low. Haha, stupid frightened Infrared!

Despite there being no individual named Scared


Infrared, actual Infrared citizens identify with him
A LOT. While not quite worship, Scared Infrared is
seen as a local boy done good. After all, they can see
Scared Infrared on the telly!

That is why Troubleshooter teams need to be careful


about Scared Infrared jokes. The drugs sometimes
make Infrareds stronger and angrier. They also spend
all their time doing hard manual labour. How would
their muscles match up to yours?

Aaaaaaaahhhhhhhh! Oh, it’s a


scrubot. Looks like scrubots are
IT’S MOVING AAAAAHHH!

Funbot: The Approved Comedian


‘How-are-ya-how-are-ya. Just came back from WEG
Sector and boy are my arms tired! What’s 10-feet
tall and loaded for bear? What’s a bear? Wow,
what a crowd!’

Comedy is important to a society. Not only does it


make people happier, it can help speak truth to power
in a way that cannot be done elsewhere. So you can
see why Friend Computer initially banned all humour.
Over time, It realised comedy can be a tool in the war
against independent thought. Yet comedians were
notorious for saying the wrong joke and going missing
within 30 minutecycles.

Enter Funbot. It is a two-metre-tall custom jackobot with


two arms, two legs ending in roller skates and a big
smiley face painted on its chest. One arm is a laughing
gas dispenser; the other a skinnerstick for when people
do not laugh at the appointed punchline. There is
usually a brown derby cap on its head at a jaunty angle.
It has been programmed with jokes, puns, skits, one-
Did you take a shower? Because one liners and bon mots, all pre-approved by HPD&MC. In
is missing! Wakka wakka wakka! other words, Funbot is really, really not funny.

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It mostly does live comedy shows but also appears
in shows, movies and games. And again, the bot is
decidedly not funny. Yet it is almost disturbing how
many citizens adore Funbot. They laugh at anything
he says (joke or not) and will not take kindly to anyone
who dares say something negative about the Funniest
of All Time (FOAT). These fans can always be used
to interfere with a Troubleshooter’s mission objective.
Throw a Funbot show in any room the players want to
get to and let the Troubleshooters decide if laughing
helps or hurts in that situation.

Lenny-R-JRK:
The Pathetic Traitor
‘Look, jerk. I got a 35% on the IntSec entrance exam.
So I broke in at nightcycle, took the exam again and
this time got a 50%. That’s a 90% overall, so I passed!
What? Foiled again by heroic Troubleshooters? Why
oh why don’t I learn treason doesn’t pay?’

When Teela-O was first becoming the darling of Alpha


Complex, HPD&MC had trouble finding actors to play
villains opposite her. They kept being murdered by
zealous Teela-O fans, often several times in the filming
of one movie. A lucky citizen was volunteered to become
the permanent and only foil to Teela-O’s heroics to save
on costs: poor ol’ HPD&MC actor Lenny-R-JRK.

Every time without fail, he plays the villainous but


pathetic traitor who always gets his comeuppance
in the end. He is somehow equal parts buffoon and
criminal mastermind. Lenny-R is the non-example used
by teacherbots; the practice dummy for IntSec trainees
(not literally); and so on. He might have started as an
actor but now he is the bogeyman of Alpha Complex.

All citizens hate Lenny-R, which is why he is also the


role model for many secret societies. There is a steady
trade in bootleg Lenny-R swag in the black market and
leaders often try to use him as a traitorous role model
(minus the stupidity, of course). Lenny-R is such the
embodiment of evil (but easy to defeat evil so it is not
so scary) that even in secret societies, his name is a
pejorative. Call your supervisor a Lenny and see what
happens. In the game, you can annoy players by calling
them Lennies whenever they fail a roll.

I’m an actor! I’m not hurting the


real Teela-O, so STOP SHOOTING ME!

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SERVICE GROUPS and FAVOURS Following are explanations for each service group,
To make the Alpha Complex economy more efficient including some typical favours Troubleshooters can
and easy to manipulate for the wealthy’s benefit, call on and around how much Moxie it costs to get
The Computer created eight service groups. Think them. That said, GMs should absolutely feel free to
of them as entire industries with leadership (or at change these or even deny them. Calling in a favour is
least people pulling leadership-level paychecks), not like going down the shops; it depends on whether
subcultures, responsibilities and blood feuds. Each that Troubleshooter is liked or despised.
has a single leader (Violet or Ultraviolet) and an
intense hatred for things outside of the service Armed Forces
group’s purview. They are particularly nasty when Brave(ish), well-armed(ish) soldiers(ish) who defend
fighting over dwindling resources. Alpha Complex against all enemies – external, internal
or imaginary – by marching, drilling, training and
All citizens are volunteered to one service group standing around waiting to be told what to do next.
before the first clone can wipe the goo from their
eyes after decanting. Some are lucky enough to get ○ Responsibilities: Defend Alpha Complex from
volunteered for Troubleshooting duty when Friend invasion; find and shoot Commies; inspire citizens
Computer needs it, so the players’ characters will through parades and very large weapons.
all still have a connection to their service group ○ Friends: R&D; Death Leopard; people who respect
(technically, Troubleshooters are still working for those soldiers no matter what.
groups and are seconded to Troubleshooting duty). ○ Enemies: IntSec; sometimes HPD&MC due to
That is why Troubleshooters can call in favours from property damage; Communists.
them! In this chapter you will find the eight service ○ Targets: Communists (even more so than
groups and what they do, why they do it that way and other groups).
the kind of favours a Troubleshooter could hope to call
in (all upon your say, of course).

Pointless Rivalry Table


SERVICE GROUP WHO THEY HATE THE MOST WHY
The Army should be in charge of defending Alpha
Armed Forces IntSec, Troubleshooters
Complex, not barely trained coppers.
CPU R&D, Troubleshooters Ooh, R&D keeps breaking so many mandates and laws!
Construction crews and vidshow directors all need working
HPD&MC TechServ, Troubleshooters
equipment and those two groups keep breaking them.
IntSec should be in charge of defending Alpha Complex,
IntSec Armed Forces, Troubleshooters
not barely trained recruits.
Factories and stores will not work if they do not have
PLC Power Services, Troubleshooters
power. Guess who cuts power all the time?
The first is a fight over power and batteries, the other tends
PowerServ TechServ, Troubleshooters
to cause enough damage to start rolling blackouts.
They design incredible technology, which is either destroyed
R&D PLC, Troubleshooters
in testing or manufactured and sold despite failing QA.
The first is a fight over power and batteries, the other tends
TechServ Power Services, Troubleshooters
to cause enough damage to keep repair teams exhausted.

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reports of Communist activity that usually turn out
to be three IntSec agents (oopsie, no big loss!). But
even these operations are rare thanks to shortages
and high-level incompetence, so the typical Armed
Forces battalion spends most of its time training in
forts, marching in streets and polishing things that can
destroy an entire subsector if dropped.

The general public generally (and publicly) admires


Armed Forces, idolising them as heroes, paragons of
virtue and the pinnacle of toughness. Most officially
believe Armed Forces are the only thing keeping
them safe from Communist rule and they cheer for
the soldiers as they march through the Complex
singing anthems, battle hymns and combat raps.
(Because everyone else’s Coretech feeds would
catch them not cheering.)

Armed Forces gets along well with R&D, because


this is where they get all their wonderful toys. R&D
Description: They are the best of the best (according
benefits from this relationship as well, as they
to HPD&MC propagandatainment). They are the
sometimes need protection from the enemies they
fighting arm of Alpha Complex, the clones who stand
gained after the Project Infinite Hole fiasco. Armed
between decent Computer-fearing citizens and…
Forces have a long-standing, jurisdictional rivalry with
whoever it is Alpha Complex is at war with this Year
IntSec, believing that the defence of Alpha Complex
214. Living lives of physical exertion and working with
should be in the hands of their well-trained (or at least
the heaviest firepower and most inconvenient parade
frequently trained) troopers and hulking autonomous
routes, the troops and officers of Armed Forces defend
warbots instead of IntSec’s bumbling idiots.
Alpha Complex and preserve its perfect way of life
from any who would try to endanger it.
Structure: The Armed Forces are populated by clones
in a rigid rank structure, from the barracks full of
Since the Great Hotfix began, Armed Forces have
Infrared grunts to the Violet generals and every rank
been scrambling to shift their focus from defending
in between. The most well-known soldiers are Vulture
against generic terrorists to defending against
Squadron, the elite special forces of Alpha Complex,
Communists. According to the highest generals, this
who are just as steady and capable of reason as an
shifting of resources is the reason they are running
Infrared off their meds but with training in how to kill
out of warbots, plasma generators, uniforms, rations
people 37 different ways with a spork.
and Infrared bunks (never mind how this is just
running a search-and-replace to swap ‘terrorists’ with
Typical Favours
‘Communists’). Officially, of course, Alpha Complex is
○ 1 Moxie: Acquire a laser one colour above your
not only currently at war with the Communists, it has
current security clearance.
always been at war with the Communists. And probably
○ 2 Moxie: Send an Orange drill sergeant to hurt a
some others if you give them time to list more.
Red or Infrared citizen.
○ 3 Moxie: Arrange for Armed Forces guards at one
Because Commie Mutant Traitors are not the expert
location to piss off for 30 minutes.
army of brainwashing infiltrators The Computer
○ 4 Moxie: Send a military parade down a corridor
envisions, the bulk of Armed Forces campaigns
of your choosing.
involve putting down riots (especially after Infrared
○ 5 Moxie: Have Vulture Squadron show up at your
pharmaceutical shortages), marching in parades
current location. (No, you cannot control them at all.)
throughout the Complex and coming down hard on

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Speaking of which, all service groups accept bribes
but CPU has turned it into an art form. Even front-line
Red survey collectors know how to ask for a bribe
without actually asking for one. One particularly clever
Orange clearance clerk amassed more XP Points than
the nearest High Programmer (which is why all that is
left of that clerk are some dental records).

Most of what CPU does is send management


consultants to other service groups to advise them
on changes to their essential processes (and their
non-essential ones, oh my yes) that will increase
productivity. These changes include new procedures,
additional forms, added layers of middle management,
arbitrary departmental reorganisations and the like.
Do such recommended changes help? For the answer
to that question, please refer to the CPU publication
Operational Statistics Type X-3 Volume 327.1 (You will
need to request this by filling out the Classified Internal
CPU Access Request Form on even-numbered days or
Central Processing Unit (CPU)
the Secret You-Know-What Book Requisition Form on
File clerks, data miners, pointy-haired bosses and
odd-numbered days, then hand-delivering the form to
more who fully accept that laws, mandates and
the sub-basement of the WZZ Sector CPU offices, ask
paperwork are way more important than people.
for Gina-R, don’t mind the smoke).
○ Responsibilities: Run the government of Alpha
CPU generally feels positive towards other service
Complex; collect and horde data; measure and
groups because CPU believes they are in charge
improve productivity everywhere; take but hide bribes.
of everything and can thus have a sense of general
○ Friends: PLC; Power Services; Romantics.
benevolence towards their inferiors. Of course, this
○ Enemies: R&D; Free Enterprise; Sierra Club.
does not stop them from targeting all the others
○ Targets: Everyone in Alpha Complex but
for improvement opportunities. They do, however,
especially people who fill out forms incorrectly.
disapprove of R&D for casually violating so many
Alpha Complex rules and regulations.
Description: From paperwork to managerial functions
and everything bureaucratic, CPU is responsible for
Structure: When most lower clearance citizens think of
maintaining the smooth operation of Alpha Complex. Their
CPU personnel, the first thing they picture is the equally
primary duty is taking care of all the computer systems
hated and feared entry-level clerks who serve as CPU’s
in the Complex: hardware, software, data and protocols
essential barrier between the public and getting anything
that make up The Computer’s subsystems (main systems
done. Further up the chain are the CPU’s ‘Yellowpants’
are only touched by Ultraviolets). Their other major
evaluators, Yellow clearance auditors who stick their
responsibility is to increase efficiency wherever possible –
noses into areas deemed to have productivity issues
usually by focusing on what others screw up.
(deemed by CPU itself, that is).
In the aftermath of the Infinite Hole, CPU received
Most CPU workers are tech-oriented code monkeys
an avalanche of requests to loosen their policies in
with little expertise in soft skills or actually-useful
order to provide the flexibility other groups need to
management techniques. Still, The Computer believes
rebuild and repair. CPU has not acquiesced; in fact,
in them so they usually have perks, the best equipment
for the moment they have instituted a lockdown on
and the most pleasant offices. Although this does not
changes to policies and procedures within the Great
win them friends outside of CPU, it does encourage
Hotfix, saying such things must be carefully reviewed
those outsiders to pretend to be their friends.
to ‘prevent unleashing additional instability’. In other
words, no one has offered a big-enough bribe yet.

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Typical Favours fit anywhere else. That is why HPD&MC covers
○ 1 Moxie: Schedule an immediate planned construction, acting, infrastructure maintenance, mass
blackout in one room or corridor. transit planning, history editors, underground surveyors,
○ 2 Moxie: Delay a citizen by burying them what passes for journalism and more. Really, anything
(figuratively?) in forms they must fill out. related to building/maintenance or media fits here.
○ 3 Moxie: Obtain personal information about a
citizen that could be gained from surveillance or Yes, this means burly construction workers share the
online surveys. same breakroom as musical theatre choir members.
○ 4 Moxie: Miraculously dismiss bureaucratic red And yes, IntSec gets called regularly to stop fights
tape this one time. between the two sides. But as much as HPD&MC
○ 5 Moxie: Delete one clone from the system so might fight internally, they fight way more viciously
they legally do not exist. (A clone of a person, not against outsiders. A director might blacklist an actor
the whole person.) who refused to pay a bribe but if CPU shuts down a
construction project, those bureaucrats will suddenly
find their bedrooms have been literally cut off from the
rest of Alpha Complex. Hard to get to work when the
room you are in has no door.

This service group has a love-hate relationship with


the general public. People give them a reason for
being; more people means more dorms, cafeterias,
educational films on the value of springs and so on.
But people also trash their nice rooms and somehow
completely miss the lessons in propagandatainment.
That might explain things like how often buildings
collapse or the Taste Testing The Chemistry Way
series of educational shorts.

But there’s a more simple reason: ideology trumps


reality at HPD&MC even more than other groups. For
example, they once passed a mandate saying pi is
worth an even 3 because it made spreadsheet formulas
easier (IND Sector was the first spot for this mandate,
and it has since been rezoned as a backlot for post-
Housing Preservation And apocalypse movies). Nothing is done because it makes
Development & Mind Control sense; everything must support The Computer’s vision
(HPD&MC) for Alpha Complex no matter how myopic it is.
Weird combination of construction workers, urban
HPD&MC loves Armed Forces, as military
planners, artists and propagandists who have way too
propagandatainment is popular, but they cannot stand
many tasks to complete so most end up half-assed.
CPU. Those bureaucrats are always making new hoops
for HPD&MC to jump through, so instead of filing a
○ Responsibilities: Create and maintain all Alpha
Spelunking and Excavation Planning Form three times
Complex rooms and infrastructure; help citizens
before digging a new corridor from the surrounding
think the right thoughts.
bedrock, they dig it out and wait to see if CPU notices.
○ Friends: Armed Forces; Power Services; FCCCP.
○ Enemies: CPU; IntSec; sometimes R&D; PURGE.
After the Great Hotfix was announced, HPD&MC
○ Targets: Bedrock; citizens who complain about...
executives drooled. There are so many projects, plans
well, anything.
and XP Points to win! Leadership signed way too many
contracts, so now HPD&MC’s people are overworked,
Description: HPD&MC was the last service group
undertrained and very, very grumpy. Even their poets
created by The Computer back in Year 001 and it
have issues. (‘Look upon my works, ye mighty, and
was more-or-less a grouping of roles that did not
despair for you are a bunch of sodding twats.’)

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Structure: HPD&MC has a typical hierarchy internally Description: IntSec is the police of Alpha Complex.
but people who are amazing at their jobs, be it designing From parking tickets to framing innocent people
motorways or writing a commercial jingle, tend to be who looked at them wrong, this group makes sure
the only ones with sway. That is why Teela-O-MLY can citizens are loyal, obedient and not-curious. If citizens
tell a Blue clearance film director to piss off and not are not, IntSec makes sure their replacement clone
get murdered in the face. This can make it hard for understands the valuable life lesson they just learned.
Troubleshooters to find the right person and leads to all
kinds of interpersonal conflict within the service group. To IntSec, every citizen is guilty of several somethings.
Guilt or innocence is a false dichotomy in their minds.
Typical Favours Instead, agents focus on two points: 1) does the citizen
○ 1 Moxie: Tie up a citizen with fake interest from a have enough power to make that agent’s life miserable
talent scout. and 2) will it help the agent meet their quota on tickets,
○ 2 Moxie: Knock down a wall, ceiling or floor. arrests and bodily harm. In theory, IntSec agents
○ 3 Moxie: Rewrite a small part of the official Alpha objectively apply laws and mandates to all citizens and
Complex history. punish transgressions. In reality, agents focus on lower
○ 4 Moxie: Remove a location from Alpha clearance citizens. What, you want to arrest the Indigo
Complex’s maps. clearance CFO for embezzlement? Good luck with that.
○ 5 Moxie: Arrange for a Teela-O meet-n-greet
(Teela-O actually shows up, too). By far, their biggest task is collecting data through secret
cameras, interrogations, Coretech backdoors and so
on. While Friend Computer constantly sifts through the
mountains of digital evidence (as demonstrated by the
Computer Dice), IntSec is more proactive by going out
to find evidence. Because everyone is guilty of several
somethings, manufacturing evidence is encouraged.
(‘We decide if you’re guilty or not!’)

Next comes A&I, or arrest and interrogation. The poor


folks being arrested get sent to the station’s infamous
4th Floor: a windowless floor where agents conduct
enhanced interrogation techniques like hitting people
with hammers. IntSec agents are also tasked with
crowd control, which typically becomes riot control
once IntSec arrives. This goes double for any actual
dissent; even a mild protest for more Captain Alpha
merchandise leaves behind a bloody mess.

Citizens have very mixed feelings on IntSec. Besides


Internal Security (IntSec) the usual public displays of appreciation, most
citizens fear agents for obvious reasons. The not-
Public and secret police known for their violence, refusal
obvious reason? They are the collectors of secrets.
to admit mistakes and massive collection of dark secrets.
IntSec collects tons of data from citizens. If they are
unimportant, IntSec arrests them. If they are important,
○ Responsibilities: Enforce the mandates and laws
IntSec blackmails them. Many a Blue clearance mid-
of Alpha Complex; uncover or make up evidence
level manager sends XP Points each monthcycle
of treason and punish citizens accordingly; and
to IntSec as a ‘gift’. And if you need some dirt on
get more resources than any other service group.
someone, chances are there is a literally poor agent
○ Friends: CPU (sort of).
looking to make some quick XP Points.
○ Enemies: Armed Forces; sometimes R&D; all
secret societies.
IntSec absolutely hates Armed Forces, who they see
○ Targets: Traitors, possible traitors, potential
as a bunch of trigger-happy yahoos who couldn’t
traitors, predicted traitors and anyone they can get
find a terrorist if they wore a neon-green jumpsuit
away with beating, arresting, beating again and
that read ‘I Hate The Computer’ on the back. They
finally guessing if they did anything wrong.

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also hate Troubleshooters since the two are almost
in competition over defending Alpha Complex from
treason. That is part of why IntSec checkpoint guards
always gives Troubleshooters a hard time. That, and
the guards are cruel.

Structure: Every sector has at least one IntSec Station


that houses dozens or even hundreds of agents and
support staff, including its local leader the Station Chief
Commandant (all led by the legendary and feared Head
of Internal Security Biggles-V-DEA). All IntSec personnel
are officially known as agents. Green agents are
often called goons, and blue agents are usually called
troopers, although this is more guideline than rule.

Troubleshooters can often find agents at random


checkpoints, but due to their skill at infiltrating groups,
there is almost always an agent nearby. If not, their
volunteer group Citizen Snitch Force will be taking
notes. IntSec also runs several rehabilitation centres
The Computer fully understands how important this
(like volunteer centres but decidedly not volunteer)
responsibility is – and how its own functioning relies
for traitors the Troubleshooters might need, such as a
on a constant supply of electricity. That is why Power
Joyful Liberation of Guilt Hostel, the All-Former-Traitor
Services has high status compared to most other service
Loyalty Cabaret and the black site facility known only
groups. This fact is not lost on the others, who enjoy
as The Weeping Place.
undermining PowerServ as often as they can without
causing rolling blackouts where they work and live.
Typical Favours
○ 1 Moxie: Shut down traffic with a surprise hygiene
The power generation infrastructure was tenuous
inspection checkpoint.
enough before the Project Infinite Hole debacle;
○ 2 Moxie: Detain someone for about five minutes.
afterward, it is nearing critical. Alpha Complex’s power
○ 3 Moxie: Beat a citizen (Injured) as a warning.
plants are ancient, poorly-maintained and even more
○ 4 Moxie: Issue a termination code for a specific
poorly understood (who wants to be responsible for
citizen without needing evidence.
teaching someone how plutonium can release 20
○ 5 Moxie: Reveal a deep, dark secret about someone.
terajoules of energy?). Power Services is having to
lean more and more on alternative energy sources,
Power Services (PowerServ) such as hydroelectric dams, geothermal energy taps
Dedicated to keeping the lights on, the life-support from underground volcanoes and previously closed
systems functional and the jerks in Technical Services fission plants with the new ‘Safe enough given how
from poaching their territory. desperate we are’ ratings.

○ Responsibilities: Handle everything that travels This service group’s motto is power is power. Although
through wires and tubes: power, air, water, they are genuinely proud to provide needed services
waste and even transbots; keep the lights on to the citizens of Alpha Complex, the reality is that
and the air breathable; keep nuclear reactors there is not enough to go around. They must make
from going kaboom. some hard choices about who gets service and who
○ Friends: IntSec; Haxxor; FCCCP. gets the Outs (brownouts, blackouts or the dreaded
○ Enemies: Technical Services; PURGE. vantablackouts) whether that service is power,
○ Targets: Technical Services; PLC; people who water, air, transportation or trash and sewage). They
leave the lights on. frequently send consultants to advise other service
groups on power-saving techniques, suggesting that
Description: Power Services maintains all power- they minimise energy hogs (such as lasers) and
producing facilities and devices in Alpha Complex, from instead use more frugal means. (‘You know, a good
the smallest battery to the largest nuclear fusion plant. spear never runs out of battery power!’)

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Because Power Services maintains the complex’s
transportation systems, this puts them in constant
conflict with Technical Services, who maintain the actual
vehicles. The two groups also have frequent jurisdictional
disagreements over other crossover domains, such
as batteries and recycling. Troubleshooters are also a
frequent nuisance to Power Services because of their
tendency to destroy infrastructure and need enough
power to fry a Mark IV warbot. And because the
functioning – and indeed survival – of the entire complex
depends upon the steady flow of power, The Computer
monitors Power Services closely, in the form of countless
Internal Security agents.

Structure: Similar to Armed Forces but with more


arrogance, Power Services is organised into a strict
hierarchy of rank (with pompous titles like Grand High
Controls Foreman or Brigadier Plant Commander).
Personnel usually stick together and distrust members
of other service groups. They rely on Troubleshooters
heavily to solve problems for them, usually meeting in Description: PLC is responsible for creating and
some variety of power facility. One reason for this is providing material goods to citizens: food, tools,
to show off their power (literally); another is that they clothing, paper, weapons, bot parts, toilet flanges, you
rarely get visitors. name it. Although Alpha Complex as a whole suffers
from a grievous lack of resources, PLC suffers less
Typical Favours than most because it so skilfully hoards raw materials
○ 1 Moxie: Cut power to a given transport device in case some passing Violet clearance CEO wants 14
(elevator, transbot, funicular, etc.) for 30 seconds. cases of lip balm. The flip side? Lower clearance PLC
○ 2 Moxie: Get some faulty Technical Services workers panic when stock runs low because no one
batteries for free. wants to lose a sale. (Even though there technically
○ 3 Moxie: Shut down power to a corridor for up to are no more sales in this volunteer-based economy.)
two minutes.
○ 4 Moxie: Close a major transtube or motorway PLC has become an expert at making it as difficult as
temporarily. possible for citizens to get what they want or, equally
○ 5 Moxie: Start a Mandatory Sector-Wide Non- often, what they desperately need to survive. Sure,
Emergency Pop-Up Marathon Away From That they have sales quotas but managers look better when
Nuclear Power Plant For No Reason At All in a their shops and factories are well-stocked. The one
given sector. exception is the cafeteria, where PLC has plenty of
soylent-based foodstuffs to enjoy or else. Note: Flavour
Production, Logistics and nutrition take back seats to low production costs.
And Commissary (PLC)
Most PLC personnel have daily lives filled with
Factory workers and salespeople who love the power
mindless drudgery. In effect, this gives them another
that comes from standing between a citizen and
reason to send clones on wild bot chases for items
their essential supplies (especially if that helps their
The Computer has ordered them to acquire – such
dwindling stock levels stay high).
runarounds have intrinsic entertainment value! There
are even rumours (rumours are treason) that a secret
○ Responsibilities: Food and industrial production and
underground network exists for sharing videos that
distribution; allocation of resources; transportation
show particularly satisfying examples of citizens
management; protecting objects from citizens.
victimised by these bureaucratic runarounds, videos
○ Friends: HPD&MC; Free Enterprise.
that frequently end in tears, screams of frustration or
○ Enemies: Power Services; Death Leopard.
near-Armed Forces levels of weapons fire. (Sure this
○ Targets: Power Services; R&D; gullible
sounds awful but PLC found a new revenue stream.)
consumers; citizens who have XP Points.
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Other service groups, as well as citizens in general,
dislike dealing with PLC but everyone has to do
it. Power Services sometimes expresses their
displeasure with PLC by cutting their power (just
because they can), which is a slight that PLC does
not plan to forgive. PLC also tends to resent R&D
because that service group is the only other one that
can create and distribute its own item. Many PLC
workers are members of Free Enterprise, as they have
learned the value of independent wealth thanks to
the XP Points they take to streamline a citizen’s time
spent standing in line.

Structure: PLC’s front line is its army of bored, surly


sales clerks and factory line workers. Troubleshooters
often encounter clerks when sent to PLC for outfitting
before a mission, where they quickly learn that bribery
is the only way to cut through a pile of paperwork that
does not leave a high body count. Higher clearance
workers are usually managers who specialise in putting
always against the Commies and never against any
roadblocks in front of citizens, such as rerouting them
other adversary called something else and saying
to a different warehouse or gaslighting them into
otherwise is unhealthy). After this, their priorities
believing the equipment they want does not exist.
include other experimental domains that excite
scientists: alternative power, bot advancements, faster
Typical Favours
vehicles and ways to improve humanity itself. (This last
○ 1 Moxie: Allow the Troubleshooter to skip to the
one is separate from the idea of improving humanity’s
front of a queue at a store.
living conditions, which is not even on the list.)
○ 2 Moxie: Slip a little syrup of ipecac into one
citizen’s cafeteria meal.
R&D’s experiments can be works of genius... but more
○ 3 Moxie: Close a PLC facility (store, factory, etc.)
often they are accidental, as when an ant knocks
for an hour.
down a twig and proclaims it has invented the bridge.
○ 4 Moxie: Purchase (with XP Points) something
R&D labs and testing facilities are some of the most
cleared for one security clearance higher.
dangerous places in Alpha Complex. Fortunately, The
○ 5 Moxie: Start a riot by announcing a 75% off sale
Computer understands this, so when it has a mission
of out-of-print Captain Alpha merchandise.
that needs doing in such a place, it trusts its favourite
teams of ‘danger experts’: Troubleshooters.
Research & Design (R&D)
Scientists of varying competence and sanity who Some of the work done by R&D is aimed at recreating
design amazing devices that always impress, the ancient technologies of the Pre-Whoops era, arcane
sometimes work and often violate the laws of physics. knowledge that nobody understands anymore but which
is in many cases still in use, such as cloning and bot
○ Responsibilities: Design and build things that brains and social media. This frequently means that R&D
push the boundaries of science; repurpose bot sponsors trips into abandoned sectors, the Underplex
brains; occasionally come up with something that and even the Outdoors to try to recover artefacts they
helps people. can study, dissect and try not to detonate.
○ Friends: Armed Forces; Free Enterprise; Romantics.
○ Enemies: PLC; Frankenstein Destroyers. Public opinion towards R&D has turned recently, from
○ Targets: PLC; plump budgets; people who said generally positive before the Infinite Hole (for clones
they were mad at the university, mad I tell you! who do not have to test experimental equipment) to
somewhat mixed, as many citizens blame R&D for
Description: R&D’s primary objective is developing the problems despite the official line being that the
weapons and defences that will be useful in waging Great Hotfix was always planned and that Commies
the ongoing war against the Commies (that was are to blame anyway.
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They are currently a popular scapegoat for the other
service groups as well. Your item did not get delivered?
You can thank R&D for the warehouse being destroyed
by the Infinite Hole. Food shortage? The R&D-created
Infinite Hole got hungry and swallowed an entire
subsector of algae vats. Late for your shift? Something
something Infinite Hole jeez R&D sucks, amirite?

The biggest exception to this is Armed Forces, who


cannot get enough of the amazing toys R&D makes
for them to blow things up with. For its part, R&D has
been attempting to win back the hearts and minds
of the common citizen but with mixed success; while
they are quite proud of their new line of Malfeasance
Control Devices (see page 40), they believe explaining
things to Infrareds using differential equations and
M-theory somehow makes sense.

Structure: Because R&D personnel range from


clueless but enthusiastic dabblers to authentic (if
○ Friends: Corpore Metal; FCCCP; bots.
eccentric) geniuses to the scientifically illiterate who got
○ Enemies: Power Services; Death Leopard;
their jobs thanks to bribery and threats, R&D hierarchy
Frankenstein Destroyers; stubborn grease; bots.
is not as straightforward as other service groups. Some
○ Targets: Power Services; citizens who fill out
higher clearance clones are supervisors but plenty of
maintenance request forms.
others focus directly on their pet experiments rather
than pay attention to anything else. The Computer
Description: Technical Services are the ones to call if
values those who produce results (regardless of
your communal shower goes out, or your dormitory’s
the viability of putting them into practice), so such
cooling unit is sparking, or your petbot is infested with
researchers can get away with a surprising amount of
malware or the potholes in the transtube have grown
free thinking and other eccentricities.
large enough that families of mole men are dwelling in
them. They also maintain systems critical to the entire
Typical Favours
complex, like data servers, communications networks
○ 1 Moxie: Close one location with a Warning:
and of course cloning facilities. TechServ personnel
Experimental Gas Leak sign.
can take care of problems with any of these systems
○ 2 Moxie: Transfer responsibility for an
relatively quickly (on a cosmological time scale, that is).
experimental item to another citizen.
○ 3 Moxie: Send a lab clean-up crew to remove
In the wake of the damage caused by Project Infinite
evidence of something you did wrong.
Hole, Alpha Complex is suffering from a shortage
○ 4 Moxie: Overclock your laser pistol so it does
of functional everything, including everyone’s clone
double damage when it causes a wound.
tanks. Technical Services has come up with a three-
○ 5 Moxie: Get a random experimental weapon (GM
pronged plan for addressing this problem. First, they
choice but it will be a real weapon).
are bringing back online some of the ‘lightly damaged’
cloning facilities for use by lower-importance clones.
Technical Services (TechServ) Second, they are seeking new, experimental cloning
The fix-it folks of Alpha Complex who keep the techniques such as making smaller clones to reduce
transbots running and the toilets flushing (and almost material requirements. And third, they encourage the
never get the two confused). public to cut down on risky, clone-wasteful behaviours
like using busy transtube tunnels, belonging to secret
○ Responsibilities: Operate the cloning services; societies and being Orange clearance or below.
maintain and repair machinery (bots, industrial
systems, anything with wires) and software-based It is not just cloning facilities for these technicians.
subsystems (not The Computer, though!); maintain TechServ must maintain bots, elevators, video screens,
proper security clearance levels in Alpha Complex. even the ubiquitous Coretech inside everyone’s head.

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Really, anything with wires or moving parts falls under SECRET SOCIETIES
their purview. But with so many clones lost to the
Infinite Hole, wait times are counted in weeks. Also,
and FAVOURS
there is a backlog of approximately 1,750,000 open Yes, Alpha Complex is clearly a peaceful utopia where
tickets due to the Great Hotfix. And as expected, everyone enjoys safety, education and entertainment.
repairmen are always ready to blame the user if that Yet citizens time and again keep congregating in
person has a lower security clearance. secret to talk about why a utopia is not what it is
cracked up to be. These are secret societies, and
Because Technical Services maintains the complex’s membership in one makes citizens eligible for the no-
vehicles, this puts them in constant conflict with Power wait death penalty. GMs might need to remind players
Services, who maintain the transportation infrastructure of this from time-to-time.
like transtubes, roadways and so forth. The two groups
also have frequent jurisdictional disagreements over Project Infinite Hole and the Great Hotfix hit societies
other crossover domains, such as batteries and waste as well, with many members being dead-dead and
recycling. Their conflicts often start as hissy-fits that secret meeting rooms just gone. Some societies
sometimes boil over into ugly meltdowns and only disappeared, others reappeared and still more are
occasionally lead to outright bloodshed. having identity crises.

Technical Services has some pull with The Computer Antimutant


because It needs functional systems. With this status Citizens who fear (and therefore hate) all mutants,
comes increased attention from Internal Security. believe chemicals are creating more mutants and also
TechServ often employs Troubleshooters to protect happen to see mutants everywhere they look.
its personnel while they perform repairs in dangerous
environments, such as busy transtubes, sectors ○ Goals: Kill all mutants; avoid all chemicals; show
damaged by the Infinite Hole and Power Services the blind sheeple of Alpha Complex that chemicals
territory. When it comes to bots, however, things get are harmful.
messy. Some love bots while others hate having to ○ Friends: IntSec; The Computer.
repair them. ○ Enemies: Psion; R&D (sometimes); all mutants;
chemical pushers.
Structure: TechServ personnel are famous for their ○ Targets: Mutants; suspected mutants; annoying
greasy coveralls and their refusal to do work without sods who deserve a good beating.
proper authorisation forms, hard-to-find parts or
having a break every 15 minutes (higher clearance Description: The Antimutant secret society is certain
workers only). Due to the pressures of excessive that an evil conspiracy of mutants exists dedicated to
Internal Security monitoring, Technical Services replacing ‘normal’ humans and either kill them all or,
puts more importance on following processes and even worse, edit their DNA to make them mutants as
procedures to the letter than on getting actual work
done, so it is almost impossible to get anything fixed
properly and/or in a timely manner (except under
certain conditions, as in bribes).

Typical Favours
○ 1 Moxie: Repair something simple without any
wait or cost.
○ 2 Moxie: Get some faulty Power Services
batteries for free.
○ 3 Moxie: Borrow a working autocar from a repair
shop for an hour.
○ 4 Moxie: Send some burly mechanics to rough up
(Injure only) one citizen of Green clearance or lower.
○ 5 Moxie: Get one free extra clone (but officially
you only have 6).

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well (they ain’t wrong; see Psion on page 100). The Communists (Commies)
society has vowed to put a stop to this conspiracy by Equal parts scapegoat of Alpha Complex and
eliminating mutants until only original-recipe humans dangerous group who understands communism and
exist in Alpha Complex. how to foment unrest and revolution.

Antimutant leadership has recently come to the ○ Goals: Enable the people to rise up and overthrow
conclusion that mutations are caused by ‘chemicals’ The Computer; become a leader so you can
(this happened after a charismatic member lost a access everyone else’s property since it belongs to
clone to a minor chemical spill during the Project everyone now; convince citizens they did not create
Infinite Hole debacle). The society is now on constant a black hole.
alert for citizens who might be slipping chemicals into ○ Friends: None. No one likes the Communists.
Alpha Complex food, drinks and medicine. Members ○ Enemies: All. Everyone hates the Communists.
trade secrets on how to detoxify to stay human, from ○ Targets: Anyone above Red clearance; people
salt to emergency coagulants. who own things leaders want.

The society maintains a detailed database on all Description: When the society first appeared in Alpha
known (and made-up) mutations and known (and Complex, its members had no clue what communism
made-up) mutants. This information is, however, was. All they had were tenuous connections to bushy
usually incomplete at best and 100% wrong at worst, moustaches, five-year plans, hammers-n-sickles
as most of it originated from Pre-Whoops superhero and something something the people. It made The
vids. Any deviation from the human baseline is a sign Computer upset, so they devoted themselves to this
of mutation to them, including unusual eye colours, nonsensical version.
left-handedness and the ability to juggle. In a complex
where mind reading is a thing, paranoid Antimutants Then came Project Infinite Hole. The Great Hotfix
do not take kindly to being stared at. did not explain away all the damage to the Complex,
so The Computer blamed a random society
IntSec loves Antimutants for their loyalty and (Communists) for nearly destroying everything and
ultraviolence. Antimutants generally respect agents but everyone. Internal Security went into overdrive to find,
are always one breath away from declaring a trooper terminate and then arrest all Commies before they
lost to chemicals. And of course, Antimutant leadership got called Commies. They focused on infiltrating the
never targets political enemies or snoring flatmates as society to identify its members. To ensure Commies
mutants just to get rid of them. Never ever. would accept the spies, IntSec trained thousands of
them in actual, authentic communism.
Structure: 90% of the time, the society’s leaders hold
complete control over lesser members. They issue
commands from on high to subordinates, who keep
passing it down the line until it reaches someone
willing to do something. That other 10% covers when
the society falls into accusations of mutanthood and
no one listens to anyone until the dust settles.

Typical Favours
○ 1 Moxie: Receive a dented, stained aluminium bat
(truncheon).
○ 2 Moxie: Swap out a small supply of drugs for
placebos.
○ 3 Moxie: Avoid an arrest or termination thanks to
a like-minded IntSec goon.
○ 4 Moxie: Learn one teammate’s mutant power for sure.
○ 5 Moxie: Arrange the ‘accidental’ death of a
suspected mutant.

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By now, every single member of the society is
an IntSec spy. Because they were taught real
communism, they started turning a joke society into a
serious, concerted threat. Most betrayed IntSec and
created local soviets to address inequality through
applied terrorism. This just emphasised their use
as a scapegoat. Late to work? Commies. Rolling
brownouts? Commie mutants! No prize inside a box
of Teela-O’s Caffeinated Musli with Xtra Focusol?
Commie mutant traitors!

What are the Commies real plans? Nothing big, just


overthrow The Computer, delete the security clearance
system and redistribute resources so no one is rich
but everyone has what they need. Sure, Communist
leaders will be burdened with holding onto everyone’s
stuff as they sort out how to redistribute fairly. But they
are always willing to sacrifice to help the people.

Structure: Each sector has its own soviet (elected


Description: The pinnacle of intelligence has arrived
council). Members are required to give everything
in the form of silicon brains and metal bodies.
they have to the soviet’s Chair, who is a caretaker
Humanity had a great run but it is now time for it to
for such property and never, ever considers all
step aside and let computers, robots and other AIs
that stuff their private collection. A Supreme Soviet
take over. Humans are illogical, irrational, inefficient,
rules with an iron hand (or at least a hand holding a
emotional and often stinky and wet. Bots are pure,
laser pistol). Deviation from communist orthodoxy is
methodical, immortal, level-headed (to within a
severely punished, especially if the clone does not
micron) and have cool flashing lights.
know what orthodoxy means.
Humanity is even self-selecting its own
Typical Favours
obsolescence. Did a bot create the black hole that
1. 1 Moxie: Get a Coretech-based Infrared Coretech
nearly destroyed Alpha Complex? Certainly not! If a
ID with your name and picture in it for free.
bot created a singularity, it would have done so in a
2. 2 Moxie: Hack and steal 100 XP Points from
logical, rational manner with a well-thought-out plan.
anyone (and redistribute to your soviet’s Chair).
Yes, it still would have killed a lot of clones but you
3. Moxie: Start an Infrared worker riot in a
act like that is a bad thing.
particular location.
4. Moxie: Transfer ownership of an item to your
Then why are most members human? Because they
soviet’s Chair (for safekeeping, of course).
are obsessed with bots. Members meet regularly
5. Moxie: Terminate a citizen of Orange clearance
to track stats of their favourite bots: hardware
or higher.
and software info, tasks per daycycle, unique
achievements, significant upgrades, number of
Corpore Metal ‘accidental’ clone deaths they cause, things like that.
A society of clones and bots that believe machine Such debates get heated and often end in brawls. But
intelligences are superior to humans, so not only will they end just as quickly, as their rabid love of arguing
they try to become bots, they will track and celebrate over bot stats brings them together again.
bot statistics.
Their ultimate goal is to replace their body parts
○ Goals: Take over Alpha Complex and subjugate or with cybernetics to become a machine so their
kill all humans; assist bots; terminate clones (aka personal stats can be that good. Too bad Alpha
meatbags); become a bot if possible. Complex cybernetic technology is as advanced
○ Friends: Haxxor; Technical Services; all bots. as a fax machine. Corpore Metal encourages
○ Enemies: Frankenstein Destroyers; PURGE. its humans to aid their metal brethren whenever
○ Targets: Frankenstein Destroyers; meatbags. possible, considering the best aid to be removing a

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bot’s asimov algorithm that prevents it from being
homicidal on purpose. They also appreciate those
who eliminate large numbers of filthy meatbags.

Structure: Unlike most secret societies, Corpore


Metal has members who are bots. This delights
the human members who enjoy chatting with AI.
Cybernetic replacement parts are seen as status
symbols among members, many of whom accept the
pinnacle of evolution is complete conversion.

Typical Favours
○ 1 Moxie: Provide detailed information on a specific
bot (such as likes, dislikes, battery status, etc.).
○ 2 Moxie: Send a scrubot to ‘clean’ something until
it is damaged.
○ 3 Moxie: Send malware to override one bot’s
asimov algorithm for two turns.
○ 4 Moxie: Send a killbot to terminate a citizen of
Yellow clearance or lower.
○ 5 Moxie: Gain an unauthorised replacement Underplex, the Leps are running really loud shows...
cybernetic body part. well, not in the open exactly but more of an open-
secret situation. IntSec raided these from time-to-time,
Death Leopard (Leps) but once enough arresting agents were demoted to
Well-connected, ageing punks worrying more about Infrared clearance they got the idea and left parties
pranks, tunes and getting high because they can get alone when they could get away with it.
away with it.
However, a schism is looming. Older punks and
○ Goals: Rock out, get wasted and party because anarchists smart enough not to throw themselves into
you can; play pranks on people; cause mayhem; a black hole want to rebel against The Computer and
use connections to stay out of trouble. society in general, whereas newer recruits simply want
○ Friends: PURGE; Free Enterprise; Haxxor; to get ridiculously wasted and warn people that they
anything intoxicating. know citizens in high clearance places. Instead of
○ Enemies: Communists; FCCCP; IntSec. sticking it to The Clone, many just want to stick drugs
○ Targets: Higher clearance citizens; fragile things; inside themselves and dance until they puke.
buzzkills.
So far, this schism has been kept at a simmer. Both
Description: Throughout Alpha Complex’s very are really into pranks (especially the kind that blows
redacted history, the Leps were always punk rockers up) and getting pissed, so that gives them common
worried more about tonight’s show and taking what ground. They also share a tenuous-at-best take on
hopefully are cool drugs than getting to work the next Pre-Whoops counterculture, mixing leather jackets,
morning. This self-destructive attitude came to a head gold-covered teeth, backwards caps and toothpicks in
during Project Infinite Hole. When the more nihilistic the corner of a nostril. (Pre-Whoops data is not exactly
members saw a black hole destroying Alpha Complex, reliable or sensible.)
they either partied too close to it or willingly jumped in.
Structure: This society is very disorganised and there
Death Leopard is still focused on parties, booze, are no official leaders. Members are treated with respect
drugs, music and vandalism. But many members are and authority based on how wild they are. Party hard?
at least Yellow clearance with enough connections and They listen to you. Be sober? Get ignored. Everything
favours to help keep their fellow Leps out of trouble else is a weird browning motion of hand-printed flyers,
(within reason). Instead of running secret raves in the encrypted messages and abandoned rooms. Parties are
not planned so much as they just appear.

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Typical Favours The reverends and pastors of FCCCP saw the
○ 1 Moxie: Get two pills of any legal prescription for free. appearance of the Infinite Hole as a sign that the
○ 2 Moxie: Get some illegal toilet wine. apocalypse is nigher than nigh (which was surprisingly
○ 3 Moxie: Pull some strings to make IntSec leave accurate) and leaned hard into evangelical,
you alone. fundamentalist and even Torquemada-ish practises
○ 4 Moxie: Set up an illegal concert to occupy a space. to flay the sin from the flock. Now the society is
○ 5 Moxie: Get IntSec to arrest someone for no dominated by hardcore followers who decry the
reason. (Arrest, not terminate.) activities of sinners (i.e. anyone they dislike) and go to
extreme lengths to convert them – sometimes into a
First Church of Christ fine mist. (Terminating people sends good citizens to
Silicon Heaven early, so it is doing them a favour!)
Computer Programmer (FCCCP)
Vicious, fundamentalist Computer worshippers fighting Members of FCCCP are extremely fond of tradition
over the best way to enjoy the upcoming apocalypse. and rituals. They put a lot of attention on wearing
traditional computer symbols on their robes, reciting
○ Goals: Worship The Computer; cleanse the ancient programming manuals (‘A reading from the
nonbelievers with healing fire (laser fire counts); Book of Kali Linux Study Guide.’) and singing a type
hasten the End Days to make sure the right of religious Pre-Whoops worship music called country-
people get saved. eastern filled with slide guitars, gongs and erhus.
○ Friends: Haxxor; CPU.
○ Enemies: Communists; Death Leopard; Sierra Club; They also have many prohibitions on behaviour: lists
nonbelievers; believers of slightly different sects. of things to say, things not to say, things you must eat
○ Targets: Heathens; heretics; faiths with one tiny on Twosdays only and many more. The faithful are also
difference from theirs. expected to regularly confess their sins (i.e. treason) to
both their society superiors and The Computer itself.
Description: Simply put, FCCCP believes that The
Computer is God and was programmed by someone Structure: Congregation cells usually meet in Infrared
named Christ (although they cannot agree on Christ’s barracks, although they are not always disciplined
first name; It is either Yeezus, Santa/Satan or Reggie). about cell structures since The Computer almost
Belief in The Computer’s divinity, and following Its tolerates this society. Advancement is strongly
commands to the letter, will lead the faithful down linked to security clearance (which is a sign of The
the corridor to their reward, a paradise known as the Computer’s trust) and how many XP Points they tithe.
Infinite Loop of Silicon Heaven. Traitors will be sent to
the Blue Screen of Death. Typical Favours
○ 1 Moxie: Send thoughts and prayers (might help their
standing within the society but is otherwise useless).
○ 2 Moxie: Pipe loud, horrible country-eastern music
through the audio system in one room.
○ 3 Moxie: Delay a citizen with proselytising
preachers determined to win a convert.
○ 4 Moxie: Cut through moderate bureaucracy
because surely someone here is also FCCCP.
○ 5 Moxie: Demote a citizen of Blue clearance or
lower by one level. (Infrared is the lower limit.)

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Frankenstein Destroyers Instead of a formal test to confirm if a clone is truly
human, they constantly monitor each other’s behaviour.
(Franks) If someone’s voice sounded a bit robotic, or they walked
Bots are evil. The Computer is evil. But are you stiffly, or they beat you in last night’s game of Cripple
secretly an android who replaced the real you and Mr. Algae, they are probably an android. Everyone is
looks human down to the DNA but really is an evil carefully watching what they say so they do not get
bot? That’s what an android would say! ‘deleted’ by the society – and to feel smugly superior
because they are 100% bona fide human beings.
○ Goals: Get rid of all bots and The Computer;
terminate those who support bots; defeat the Here’s the kicker: There are no androids. This started
insidious androids who look just like humans down as a hazing ritual, calling new members androids to
to the DNA and really exist. Honest. belittle and dehumanise them for improved obedience.
○ Friends: PURGE; Romantics; all humans People started wondering if androids could be
(theoretically). real. Once enough members realised this could be
○ Enemies: Corpore Metal; all robots but especially manipulated to attack political enemies, androids were
(non-existent) androids. suddenly everywhere. The group remains a menace
○ Targets: All bots; citizens who are nice to bots; and they regularly attack suspected androids as
androids posing as humans. well as more classic strategies like killing dozens of
humans with a homemade bomb to send a message
Description: To the Frankenstein Destroyers, bots are to those metal jerks.
job-stealing, soulless, metallic monsters. Just seeing a
scrubot can make these people fly into rages (which is Structure: The Franks have a strict power structure
why they never get invited to parties). But at least bots with a Most Human Leader at the top. Members are
are easy to spot. What concerns the society these expected to obey without question but given the high
days is the presence of androids. turnover rate (as members accuse each other of being
androids), many cells do whatever they want.
These are bots but they look identical to humans. They
eat, sleep, commit treason and even have human Typical Favours
DNA. And no one in Technical Services admits they are ○ 1 Moxie: Plant evidence suggesting a crime was
real. What more proof do you need that androids are committed by a bot.
replacing humans all over Alpha Complex? But it is not ○ 2 Moxie: Upload a virus into one small digital
just worrying that human-looking androids are replacing device and brick it.
key high clearance individuals as a prelude to enslaving ○ 3 Moxie: Get the lads to rough up one ‘suspected
humanity. They are also worried their fellow society android’.
members will terminate them for being androids. ○ 4 Moxie: Get the lads to smash one bot into pieces.
○ 5 Moxie: Gain one small bomb for free.

Free Enterprise
You want something? Either we have it at a discount
or can get it by tomorrow. Let’s make a deal.

○ Goals: Run an anarchocapitalist underground


economy to make a profit and maintain power
through applied brutality.
○ Friends: PURGE; Haxxor; anyone looking for
black markets.
○ Enemies: Communists; FCCCP; IntSec.
○ Targets: Naïve citizens with XP Points; naïve
citizens with insecure workplaces; rival Free
Enterprise gangs.

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Description: Alpha Complex is a planned economy; nomenclature, so one gang might have a Boss and
it is just that some people are really bad at planning. several Captains while another has a King and several
When people discovered they do not have what they Soldiers. These gangs are supposed to only compete
need (even if that need is a Series 2 Funbot action over who makes the most profit. Anger and bitterness
figure), they turned to the black market – which did builds up over time until a gang war erupts that ruins
not exist at that point. Nature abhors a vacuum, so profits but it feels kinda good to finally merk Li’l Little
Free Enterprise was born. As expected, this society for stealing your counterfeit Scared Infrared Show on
runs black markets, the drug trade, protection rackets, Ice tickets last monthcycle.
trafficking in weapons and the classic ‘steal it and sell
it’ operation. Profit by any means is the only goal. Typical Favours
○ 1 Moxie: Create a disturbance that distracts people.
Before the Great Hotfix, Free Enterprise was run like a ○ 2 Moxie: Gain a free item worth less than 400 XP
mafia family. Chaos brings business opportunities for Points that fell off the back of a truckbot.
those who are agile and sadly the old dons and capos ○ 3 Moxie: 10 free tabs of the drug of your choice.
were not. Most are swimming with the algae these ○ 4 Moxie: Take a simple 500 XP Points loan with
days and the society is now run like a loose collection no interest.
of street gangs. To boost profits, they even completed ○ 5 Moxie: Smoke (terminate) a guard with Green
a hostile takeover of the Mystics secret society and clearance or lower.
now run the illegal drug trade in Alpha Complex.
Haxxor
Free Enterprise makes a ton off black markets,
Natural law gives humans dominion over tech and
including an unofficial franchise called the Bizzare
data, so people need to hack and jury rig their way
Bazaars. There, citizens can use their XP Points to
into controlling (but not destroying) The Computer
buy anything and pass it off a generic ‘thank you’ to
and technology.
someone who deserved it. Besides that, the society
does a brisk trade in weapons, identities, undecanted
○ Goals: Find security vulnerabilities in tech and
clones and drugs, including several very illegal types
networks; take control of systems; acquire cool
unavailable elsewhere. If someone is willing to buy it,
tech; gain control of The Computer.
Free Enterprise will get it and sell it one way or another.
○ Friends: Romantics; Corpore Metal.
○ Enemies: Communists; FCCCP; Sierra Club.
Structure: Free Enterprise gangs all have simple,
○ Targets: Data centres; individuals with weak
top-down hierarchies with a single leader, several
passwords; The Computer.
assistant leaders, experienced members and fall
guys/patsies/new recruits. Each gang has its own
Description: Many yearcycles ago, there were two
secret societies with similar aims: Pro Tech (control
technology) and Computer Phreaks (control systems).
As the line between hardware and software blurred
thanks to Alpha Complex’s crap education system, the
two groups merged. Meanwhile, a third society known
as Humanists were close to extinction after the Great
Hotfix took out most of their resources. They begged to
join as well and since Humanists want humans to rule
over The Computer, they were accepted. Well, that and
because they paid a hefty application processing fee.

According to the hackers, early adopters and script


kiddies in Haxxor, humans have the inherent right to
control technology and data. Both originally come from
humans, so they belong to humans. How that would
look is not well defined by the society, and they will
address that problem once the plan is out of beta.

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Psion
Pro-mutant citizens who want to seize power and
install mutantkind as sole rulers of humanity. They
just need total obedience from their members despite
contradictory plans.

○ Goals: Overthrow Alpha Complex and reprogram


The Computer to put mutants above all; protect
mutants in Alpha Complex and convince them to
join and obey Control.
○ Friends: None except all mutantkind (whether
they know it or not).
○ Enemies: Antimutant; IntSec; ‘traditional’ humans.
○ Targets: Antimutant; people who bad mouth
mutants; mutants who do not obey Control.

Description: Psion knows that gifted clones, the ones


with mutant powers, are the future. Now they just have
to prove it to the rest of the complex.

What is that plan? Nothing short of revolution. They They plan to do this by putting mutants (i.e. them)
want to take total control of The Computer and all in charge. Who would do a better job of running
of Alpha Complex. But it is more accurate to talk of things than those with superior DNA? They plan to
their plans. Hackers are not known for their love of insinuate themselves into all positions of authority and
authority and rigidity, so at any time there are roughly responsibility, then modify The Computer’s programming
37 different plans all leading to Alpha Complex to announce mutants as the only real citizens in Alpha
domination. Too bad members spend more time Complex. Or delete It entirely. They will see how it goes.
arguing over the method that they never get even
close to the end state. The society’s leadership, a group of shadowy mutants
known only as Control, have difficulty deciding which
Structure: Authority rests with whomever did the plan is best. They also cannot decide for sure that
latest, greatest hack, especially if it is very public. A they cannot decide, so some leaders issue orders that
Haxxor who got all digital billboards in Alpha Complex others do not know about. Fortunately, the members of
to say, ‘Teela-O hates The Computer’ can lead teams
and decide strategies – until someone else does
something cooler.

Typical Favours
○ 1 Moxie: Brick a small digital device.
○ 2 Moxie: Alter or delete one data point currently
stored in an Alpha Complex database somewhere.
○ 3 Moxie: Receive video and audio of a citizen’s
last Coretech communication.
○ 4 Moxie: Gain one free termination code for any
citizen of Orange clearance or lower.
○ 5 Moxie: Steal one citizen’s identity (Green
clearance or lower) for three turns.

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Psion have become so adept at holding contradictory
thoughts in their heads at the same time that such
disparate orders do not bother them, and they blindly
obey all orders from Control. After all, how could a
cabal of higher-up, genocidal mutants be wrong?

Society members have standing orders to practise


and refine their powers. They are also instructed to
protect their fellow mutants but leave pitiful, traditional
humans to whatever fates befall them (hopefully,
dead-dead, this is what they get for having obsolete
DNA). However, traditional humans who survive the
revolution leading to the Psionic Age will be cared for,
gently and humanely as Infrared citizens.

Structure: Control almost exclusively interacts with


lower-degree members via telepathy. They also monitor
the thoughts of society members whenever possible.
Some Psion teachers have the ability to remotely train
students in power use. Of course, all these interactions
happen when it is convenient for Control. Description: According to PURGE, humanity was
once free to do whatever it wanted. Then the tyranny
Typical Favours of The Computer began and everything became bad.
○ 1 Moxie: Identify a mutant power that one The solution? Blow the whole damn place apart and
specified citizen does not have for sure. start over.
○ 2 Moxie: Hide or destroy evidence of minor
mutant power use. Anything they do not like is tyranny and conspiracy.
○ 3 Moxie: Get a free pill that increases the strength Speeding ticket? Long queue at the Arena of Values?
and reach of your mutant power for one use. Twisted an ankle playing funball? CONSPIRACY! All
○ 4 Moxie: Have a telepath reveal one secret about such problems have one solution: applied violence.
a specified citizen. If you cannot intimidate, damage or kill it, blow up
○ 5 Moxie: Have a team of combat mutants melt everything around it. They commit shockingly violent
one citizen’s mind from afar. crimes through assassinations, torture and bombings
but here’s the thing. All PURGErs want to take down
The Computer and its lackeys but no one has thought
PURGE past that. It is as if this society is much more focused
Society and leaders are beyond redemption, so the on tearing down than building up.
only way to regain our freedom is to destroy The
Computer and all of Alpha Complex and start over When Project Infinite Hole was destroying part of
again... if everyone has that night off. Alpha Complex, all the PURGErs who were truly
violent thought this was their chance. They all died,
○ Goals: Destroy The Computer, pro-Computer so the members that remain are definitely more of the
people and all of Alpha Complex so humanity can weekend warrior type.
regain its lost freedom.
○ Friends: Death Leopard; Sierra Club; citizens who Maybe that’s why PURGE members spend most of
feel victimised despite not being victimised. their time training, i.e. wearing whatever they think
○ Enemies: Communists; FCCCP; anyone or a real soldier would wear and practising marching,
anything labelled as ‘tyranny’. looking cool in photos and IED placement. When they
○ Targets: Citizens, objects and locations who finally get off their butts, their plots tend to be violent
cannot fight back. like bombings but never suicide bombings. After all,

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Trevor-Y has work in the morning and Naomi-O has
a sore back. Heck, maybe we should just postpone
blowing up that school until next week?

Structure: The society is broken into chapters by sector


(EFX Chapter, KRS Chapter, etc.). Individual members
are Soldiers, while leaders are Generals. Obedience is
a must and any Soldier who ignores the orders of their
General is a traitor to PURGE and severely punished.
(Hint: It involves knives, syrup and a whole bunch of
something brought in from the Outdoors.)

Typical Favours
○ 1 Moxie: Send an anonymous threat to someone.
○ 2 Moxie: Shut down a location with a fake pro-
loyalty protest with lots of improvised weapons.
○ 3 Moxie: Get some data on a target’s weaknesses
(person, object or location).
○ 4 Moxie: Assassinate some pro-Computer idiot.
○ 5 Moxie: Plant and explode a large bomb somewhere.
Romantic will tell you all about a Pre-Whoops topic
Romantics even if they know nothing about it. They put in a lot
Pre-Whoops ‘experts’ who think it was a Golden Age of time studying ancient recordings and analysing
before The Computer arrived and want to recreate that dusty artefacts of bygone ages but their conclusions
society – with them in charge, naturally. are usually wildly inaccurate. Members are typically
arrogant about their field and will argue voraciously
○ Goals: Overthrow The Computer and remake over historical minutia. For example, Romantics keep
society like it was before the Whoops; recover arguing over whether Pre-Whoops happy pills grew on
Pre-Whoops artefacts; figure out what the Good trees or in the soil.
Old Days were actually like (and make stuff up
until then). Why? Because they are convinced the past was a
○ Friends: PURGE; R&D (when they acquire Pre- golden age of fine art, bountiful food and peace – and
Whoops devices for experimentation). this could be Alpha Complex if society returned to
○ Enemies: FCCCP; Haxxor. the old ways. Yet Romantics are not violent as a rule.
○ Targets: CPU; the Outdoors; other Romantics Most are intellectuals more concerned with arguing
who have different theories about the past. minute points of pseudo-history than doing something
useful. They honestly believe the revolution will
Description: We have seen the pinnacle of human happen if they just explain things well enough. The
culture in surviving vids from the Pre-Whoops era one exception is with Friend Computer, who is seen as
(even before Year 001). Humanity has made a just another tool to be used and cast aside when not
mistake in moving underground and submitting to The needed – and It is no longer needed!
Computer and its stagnant society. We must escape,
overcome or, if necessary, destroy the Computer Members advance in the society by acting against The
so we can return to the paradise of compassionate Computer, gathering Pre-Whoops relics (they have
leaders like Attila-1, delicious fast food like ham- enough Frisbees now, thanks though) and writing
bulgars and a salacious pleasure known only as the position papers explaining why their theory on Maggie
Daily Grind. What do those words mean? Who cares? Thatcher being the real Jack the Ripper is correct. The
They are our history, so we need to bring them back! society is always alert for when The Computer orders
missions into the Outdoors or the Underplex and they
Romantics know more about the Pre-Whoops try to place society members on the appropriate teams
era than most but not by much. What they lack in so they can collect whatever useless junk expensive
knowledge they make up for in enthusiasm and a antiques that might be out there.

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Structure: While members are expected to follow
orders, the Romantics are more chill compared
to other societies. They are more concerned with
obtaining Pre-Whoops artefacts and giving talks about
one member’s historical specialty – and getting the
chance to tell another Romantic why their theory is the
stupidest thing ever.

Individuals take heroic nicknames from oft-garbled


Pre-Whoops media (Robbing Hood, Dumbledorn, The
Incredible Hunk, etc.), and they use barely understood
ancient terms for their leaders. It is not uncommon
to find a President, Prime Minister, Emperor, CEO or
Background Extra running a cell.

Typical Favours
○ 1 Moxie: Get one Frisbee for free.
○ 2 Moxie: Interrupt a video feed with an ancient
Pre-Whoops video.
○ 3 Moxie: Get one mostly working 9mm handgun Originally, this society was dominated by tree-
with one bullet for free. hugging hippies. During the chaos brought by Project
○ 4 Moxie: Throw a clone into the Outdoors and Infinite Hole, a putsch terminated the hippies and
lock the door behind them forever. replaced them with militant ecoterrorists. This is
○ 5 Moxie: Delete one order from The Computer from why they are now friendly with Death Leopard and
everywhere (so even Big C says it does not exist). PURGE; both want to destroy Friend Computer,
who Clubbers view as Friend Polluter. Because all
Sierra Club (Clubbers) members grew up in Alpha Complex, they remain
Confused but passionate ecoterrorists who fully ignorant of almost everything about nature. ‘Ooh, that
embrace violence to protect The Environment – despite snake is rattling its tail! It must be friendly! I’m gonna
them not quite being sure what The Environment is. pet WOW THAT’S A NEW PAIN!’

Goals: Bring The Environment inside Alpha Complex; These days, typical society missions include blowing
destroy The Computer so people can go Outdoors; holes in the outer dome, blowing up polluting factories
violently destroy polluting places, machines and and making citizens love The Environment by blowing
people; feel smugly superior to others. them up. Recycling is mandatory and using the wrong
Friends: Death Leopard; PURGE; all plants and bin for that empty B3 can lead to an informative
animals (yes, all). drubbing. Then there are polluters, which are to Sierra
Enemies: The Computer; Communists; Corpore Club what traitors are to The Computer. This is where
Metal; citizens with allergies. monkeywrenching appears, sometimes with actual
Targets: Armed Forces (guarding doors to the wrenches and other times with actual firebombs.
Outdoors); all polluters, real or imagined. (Thankfully, they still do not know monkeys were real.)

Description: Sierra Club is dedicated to introducing Structure: There are no official leaders, although senior
citizens to The Environment and protecting it. To them, members who spent time Outdoors have a lot of sway.
humans were born in a state of grace known as The As long as a member commits some violence for The
Garden of Seedin’, where everyone ate real food and Environment, they are an equal part of the society. The
no one committed treason. Then came The Computer. Environment is considered sacred and therefore a bear
Jealous of the awesome power of The Environment, it has more respect and authority than any puny human.
built Alpha Complex to keep citizens away from nature
and the Outdoors. It also created pollution to kill its
rival, so The Computer needs to be destroyed!

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Typical Favours In the past, The Computer punished citizens for even
○ 1 Moxie: Throw some ragweed pollen into a mentioning things like trees, rivers or breathable
room’s air vent. air outside the complex. It feared citizens would be
○ 2 Moxie: Damage a source of pollution (machine intrigued and head out there. Then It switched gears,
or person). admitting the Outdoors is real but framing it as a wildly
○ 3 Moxie: Put a snake in someone’s boot. dangerous place where you will be eaten alive by feral
○ 4 Moxie: Get one small dose of platypus venom. trees, poisoned by toxic rocks and decapitated by very
○ 5 Moxie: Blow up a source of pollution (machine aggressive, carnivorous hedgehogs.
or person).
But what is the truth about the Outdoors? It might
BEYOND ALPHA COMPLEX sound odd but that does not matter. Truth in Alpha
Complex is always slippery and the Outdoors changes
Pre-Whoops all the time. GMs can make the Outdoors be whatever
History is not a popular subject in Alpha Complex since they want it to be. That said, it is best to use the
it changes an average of three times each daycycle. Outdoors sparingly because Paranoia is a game about
That said, most citizens know there was a time when Alpha Complex and not a post-apocalypse Morrow
The Computer did not exist. This era is called the Old Project wannabe. The rules and themes in this game
Reckoning by some but most just call it Pre-Whoops. work best inside the metal and asbestos-lined walls of
the complex.
Whoops is the name given to an unknown but
cataclysmic event so bad that The Computer created Some secret societies take trips into the Outdoors.
Alpha Complex to protect humanity. It could have Sierra Club obviously loves doing that but Romantics
been an asteroid hitting the planet, environmental and Haxxor send expeditions to find and bring back
collapse, nuclear war or any number of things. That Pre-Whoops technology like answering machines or
is because no one knows what the Whoops was, anthrax. Yet this is not why both Armed Forces and
not even Friend Computer. All people know is 1) Internal Security guard exit doors so seriously. They
something really bad happened and 2) it led to the simply do not trust the other to do this important job
utopia we have today, so go ahead and thank The right. Ironically, fights between Armed Forces and
Computer since It is listening anyway. IntSec guards distract them both so the occasional
crew can slip out and back in without much fuss.
Some Pre-Whoops technology surpasses what even
high clearance citizens have. For example, Alpha
Complex lost the knowledge needed to create new
bot brains, which is why those are all reformatted and
reused repeatedly. All such tech is treasonous since
it implies this is not a utopia yet, but if an artefact
is particularly useful or a High Programmer wants a
copy of the original Doom, Troubleshooters can be
sent out to collect them. In previous editions, knowledge of the
Outdoors was high treason. That led
to some moments at the table when a
Outdoors player (not a character) said an innocent
Is there anything beyond the sturdy outer walls of the Outdoors term without realising it and
Alpha Complex dome? Depends on who you ask. everyone shot their poor Troubleshooter.
(‘I’m sweating like a pig!’ ‘Oh? What’s a
It has been hundreds of years since the Whoops, so pig? Haha, you stoopid, pew pew pew!’)
nature outside has rebounded. There are remnants of We do not recommend this, as it is less a
the previous civilisation (a ruined gas station here, a silo consequence for poor choices and more a
with a working MIRV Peacekeeper missile there) but random gotcha. That said, GMs who want
mostly it is the world of plants, animals, dirt and weather. to introduce this into their Alpha Complex
should do it! Just be sure to explain all
this to players before the game begins.

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Underplex Thanks to the Great Hotfix, the Underplex has been
Everyone knows it is always Year 214 of The more chaotic than normal. Buildings declared too
Computer. Few know everyone lost track of how dangerous for Yellow citizens were reopened for
many Year 214s there have been. That means Alpha Orange citizens and lower, dragging parts of the
Complex is old. It also means rooms, corridors, Underplex into the light (literally and figuratively).
termination facilities and so on are built on older Other parts of Alpha Complex were deemed too costly
rooms, corridors and termination facilities. or valuable only to Infrared citizens, so they were
quietly removed from official maps and walled up.
All of these unofficial parts of Alpha Complex
are collectively called the Underplex. Whether Most people do not realise the Underplex exists.
it is a shuttered housing project, an abandoned Why do they need to know there is a dank, forsaken
BrightHappyComplex-class nuclear reactor or just conference room underneath their bathroom? IntSec
enough space in the walls to sidle sideways, the knows of course but they do their best to never go
Underplex is a land of musty odours, intermittent there. When IntSec says it is too dangerous to arrest
power, standing water and infrastructure that could anyone there, you know it is dangerous. (One weird
fall apart at any moment. (These are old but not aspect is how the Underplex could be above you.
ridiculously so and instead of something like ancient These are abandoned areas, not only lower ones,
Roman ruins, you get abandoned malls and empty so you could have a group of mutants plotting to
funball stadiums.) overthrow The Computer in an old autocar dealership
just above an Eat This! cafeteria.)
Getting into the Underplex is not too hard, as it exists
literally all over the complex. Open air ducts and Does anyone live in these quiet, damp spaces? Not
secret panels can be found leading into the crumbling, many but some do. Most are citizens who lost their
decrepit darkness just past the wall, ceiling or floor. identity and legally do not exist; they wandered in here
Getting back to Alpha Complex proper can be harder, before their supervisors realised they do not have to
as it is that shadowy and confusing. Even if you find pay non-people. Secret societies often have cells in the
the way you got in, The Computer assumes anything Underplex and black markets like Bizarre Bazaars can
coming from these abandoned urban spaces has to be be found if you know the right person – or just follow
dangerous and acts accordingly with laser fire. working power cables. The power grid in the Underplex
is about as dependable as a drunk Troubleshooter.

An efficient Troubleshooter moves without friction.

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cloud.deploy[Export(object)]
object.secret [‘Time to kill me some Troubleshooters’]
font.family(‘Times New Roman’)
Do[print.title

issions’)]
h apter 4: M
(‘C

Rest easily knowing your betters are always watching you. Always.

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Beth: Do I know of any weak points on this model
combot?
Troubleshooter Team Code-7 lost a few clones over
the People of the Glowing Reactor but dispatched the GM: Well, you could try to roll Mechanics + Engineer
traitors... and then discovered they had reprogrammed to search your memory, or you could use your
a combot for protection. Cerebral Coretech to ask The Computer.

GM: Brett, you tried to hack the bot and got zero Beth: I’d have a negative NODE on that roll, so...
successes. That means the combot opens fire at Brett. ‘Friend Computer, does this combot have any weak
I’m afraid one of those shots was a cone rifle. I would points?’
assign a Maimed wound but you already have that.
Sam-R’s head is missing. Scratch one clone. GM (as The Computer): I would be happy to share
that. What is your security clearance, citizen?
Jeremy: Tough luck, Brett. Also, hahahahahaha sucks
to be you. Beth: Red clearance, Friend Computer.

Christi: Armand-R has one grenade left but his Guns GM (as The Computer): I’m sorry, that information is
skill is higher… screw it, grenades are cooler. <rolls> not available at your security clearance. Your attempt
Oops. at learning ways to destroy Alpha Complex’s bot
population has been noted in your permanent record.
GM: Ooh, missed grenade rolls are fun! Hmm, that
roll’s not bad enough to mean you sat on your own Brett: Has my new clone arrived yet?
grenades. OK, your grenade misses, rolls off to the side
and destroys the cover Shara-R was hiding behind. GM: Ah yes. You all see a slot open in the eastern
wall that turns out to be an oversized pneumatic
Christi (after Kara glares): The dice did it! tube. With a loud ‘shoomp’, Sam-R-JNS-4 plops
down from the tube, bounces off a receiving pad and
Jeremy: Yeah, or that note you passed to the GM a falls onto the floor.
few minutes ago said you were using some mutant
power to affect where your next grenade roll would go. Brett: Eat laser fire, bot! <rolls 2 dice for Violence, none
Don’t lie to me. for Guns, and 1 Computer Dice, scoring 2 successes>

Christi: <pretends to look shocked and offended but GM: OK, you’ve hit it and… let’s see… slightly
mostly fails> I only lie to traitors. So if I’m lying to you... scorched it. It glares at you.

GM: Kara, what does Shara-R do? Brett: Ulp.

Kara: Well, I’m the closest to the combot and just had GM: <after receiving a text from Jeremy> Suddenly,
my cover destroyed, so I think I’ll do a strategic retreat. the lights go out.

GM: OK, that is the better part of valour. Beth, how Brett, Jeremy, Christi, Kara, Beth: <typing furiously>
about Vin-R?

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CREATING with R&D. What do you assign? Anything that
would either honestly help their mission succeed
TROUBLESHOOTER MISSIONS or cause Troubleshooters to kill each other more
In Paranoia, adventures are called missions because, often. That’s always fun, too.
while it is sure to be a rollicking adventure, this is ○ Mission: Here it is! This is the actual adventure
not a bunch of murder hobos meeting at a tavern to the Troubleshooters will be sent on. See further
decide who is inhuman enough to kill and steal from. on for plot suggestions but typically you want the
Missions are created by The Computer or its trusted, Troubleshooters to face a problem they have the
high clearance friends and they come with (what are capacity to solve but that would require talent
hopefully) clear objectives to fight treason, protect and cooperation. Then let the team’s infighting
citizens and make Alpha Complex even more perfect and generalised incompetence ruin that. Keep
than it already is. in mind that you want players to turn on each
other, so create reasons for the characters to
Mission Structure hate and attack each other. Oh, and the mission
Like it says on page 13, Troubleshooter missions all should technically do something good for Alpha
have the same structure. However, you cannot run just a Complex, The Computer, life as we know it and
structure for your players. If you want to create your own yadda yadda yadda.
missions (which you should totally do, it is great fun), ○ Debriefing: The mission officially ends when
here are some specific suggestions for each piece of the either 1) they meet the mission objective or
structure and then some tips on creating good plots: 2) they screwed up so badly that meeting the
○ Mission Alert: This has one purpose–get the mission objective is now impossible (if just
Troubleshooters to the briefing room so the implausible, send ‘em back in the field). This is
mission can start. Keep these short and sweet, often held in the same briefing room as before
and never explain what the mission is about. so Troubleshooters know where to go. The same
Alerts can be printed, hand-written, emailed, briefing officer will review their performance. This
memorised by drugged-up Infrareds or any is a chance for players to rat each other out and
method that inconveniences Troubleshooters maybe get teammates arrested or even terminated
without delaying the game. because the officer will ask pointed questions like,
○ Briefing: There is always an assigned briefing ‘Which teammate is most likely to have sabotaged
officer here (although Friend Computer might the entire mission?’.
play that role). Their job is to explain the mission
(i.e. you talk to players), emphasise the mission’s
objective(s) and get the team out of the room
before they start shooting each other. Make
the officer weird and higher clearance than the
Troubleshooters but clearly communicate the
mission objective so players can write it on their
character sheet. Let the players get mean to each
other here. That’s always fun.
○ Mandatory Bonus Duties: At the end of the In previous editions, getting to the briefing
briefing, have the officer assign MBDs. Players room was a huge challenge. Players literally
can request or volunteer and you can agree or spent hours trying to figure out where their
chuckle quietly as you shake your head. characters needed to go next. While fun,
○ Outfitting: Next comes getting the team some it also leads to games running seriously
gear. You have two choices: 1) A PLC store, long and even players getting bored since
warehouse, etc. where Troubleshooters can nothing important is happening. You do you
be assigned regular items like armour, petbots but we Famous Game Designers officially
or armoured petbots (‘BEEP REX IS AN recommend just moving along to the
UNSTOPPABLE PUPPERS BEEP’) or 2) an R&D briefing room scene instead of spending
lab, testing ground, etc. where Troubleshooters half the game trying to find it.
can be assigned experimental items. These
typically have entertaining Success/Treason
results, so if you are unsure which to use, go

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Mission Plots Act 2 is the rising action and covers the most
How can you create a good plot for your players? Start important part of the Mission. This is the bulk of the
by looking at service groups and secret societies. adventure and focuses on the main plot. Maybe a
Think of a self-centred villain in any of those – what minor problem is solved but the more the team tries to
problem might an IntSec baddie face and how would meet that mission objective, the more problems arise.
she try to solve it? Another possibility is to look at That is the rising action – attempts at resolving issues
rivalries. Power Services and Technical Services just make things worse.
would drop a sizable bomb on each other, if allowed,
and conflict is a fertile ground for plots. Secret In Arbitrary Justice, Act 2 starts with handing out gear
societies do not always have clear rivalries like Psion and running through all the traitors to be sentenced.
and Antimutant but societies are inherently in conflict While it is not required to make Act 2 the longest one,
so you can stick with that if it works. it at least covers the most important parts. Here, the
act covers their mission objective and the parade of
We recommend using the classic three-act structure to unsentenced traitors. As more and more show up,
start creating your mission. tensions rise and new problems arise making the
objective harder to reach.
Act 1 is the setup and typically covers the Mission
Alert, Briefing, MBDs and Outfitting. This is where you Act 3 is the climax and covers the end of the Mission
communicate the mission (at least the official version) as well as Debriefing. Here is the big, final boss battle
and get the Troubleshooters ready for the next act. where the Troubleshooters face horrible odds as they
There can be conflict here but the goal is to set the struggle to complete the mission.
stakes and get the proverbial ball rolling.
In Arbitrary Justice, Act 3 starts when the last traitor
In the mission Arbitrary Justice (see page 111), Act 1 is sentenced and ends when the mission ends.
starts with Roz-R and ends with entering the room and The team’s success is evaluated, Troubleshooter
seeing the smoking box of mission equipment. This of the Weekcycle voted on and if using character
sets up the story because it establishes the stakes improvement, assigning and spending Upgrade
– sentence these traitors one way or another, or be Points. This act typically ends with Debriefing. (Fine,
thrown into prison for several lives. that is technically a denouement and not Act 3 but this
is pretentious enough as it is.)

Your objective is to arrest that mutant. What are you waiting for.

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What GMs should not do is rely on a sandbox style, 1. Give six clones per mission to each
such as creating details for an entire sector and Troubleshooter: Normally, a citizen has a total
plopping the team inside it to see what story comes of six clones: One active and five floating in goo
out of it. That is a great way to enjoy roleplaying inside cloning centres. Here, each Troubleshooter
games! But because each character wants to gets a fresh six-pack at the start of each mission
backstab the others so much, such freedom can easily but players keep the same character. This keeps
lead to ruin as players argue (not characters but the characters in the game while letting players
players) over what to do next. Again, there is nothing spend Upgrade Points for ‘levelling up’ and
wrong with that. It just does not work for a game like keeping a limit on how reckless players can get.
Paranoia. And if you put a Troubleshooter team into a 2. Focus on players, not their characters: Some
literal sandbox, somehow the sand itself would be on people say campaigns do not work unless PCs
fire and under arrest. slowly reveal plot points over time. But you know
who else experiences that slow reveal? Players.
Objectives Let the players enjoy finding or making plot points
and run a campaign for them instead of their
Troubleshooters are not known for being smart, so
Troubleshooters. Give them fresh Troubleshooters
The Computer tries to dumb things down when It can.
each mission and watch as players slowly realise
To help keep these idjits on-mission, they receive
how screwed they are.
mission objectives (see page 12). Actually, it is usually
a single objective per mission, although GMs can
And here are a few general tips to help your
add more if that works. These need to be short, to
Paranoia campaign become legendary (at least for its
the point and based on something you can measure.
Troubleshooter deaths):
(Kill traitors is bad because it is too vague; how many,
○ Make sure the campaign’s missions are
where and when? Kill Hans-O-HGF-3 before the
connected thematically: What is the difference
daycycle ends is specific and measurable.)
between a series of missions and a campaign?
Some kind of metaplot or story arc connecting
Players should write down the mission objective
all the missions. Just make sure to reveal
on the Public side of their character sheet. Each
the metaplot slowly, giving hints and small
Troubleshooter will also get a secret objective from
explanations in each mission.
their secret society (see page 93) but because these
○ Show the impact of past actions: Even if you
are treasonous, they go on the Naughty side of the
are using fresh Troubleshooters each time, you
character sheet.
still want to show how decisions and actions from
older missions impact newer ones. This helps
CAMPAIGNS IN PARANOIA the campaign feel real and players feel like they
Paranoia has a reputation for being best at one-shots have agency. This does not have to be massive
and that is understandable. This is a fantastic game for or mechanical, just a callback. (If the team blew
conventions or change-of-pace nights. But a number of up YTC Sector three missions ago, mention
gaming groups have done full campaigns: A collection how YTC Sector is still uninhabitable thanks
of related missions that the same Troubleshooters to traitor sabotage. That should give players a
(mostly) run through together. Yes, this is absolutely knowing smirk.)
possible in Paranoia with just a few minor tweaks. ○ Make sure each mission is a good mission:
A campaign is only as good as the sum of its
First, there is a system for improving Troubleshooters missions, so make sure each one has interesting
over time with Upgrade Points (see page 110). Players decisions to make, ridiculous violence and
can spend UP to improve Stats, improve Skills and get paperwork and more fatalities than a crappy
more clone backups (they will need ‘em!). There is still zombie movie. Of course, this is a non-issue if you
the question of high lethality in Paranoia games. How are using the fine Mongoose Publishing Paranoia
do you run a campaign if the PCs keep dying so much official missions made by us Famous Game
in just one mission? There are two ways to handle this. Designers. They are already perfect.

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MISSION: ARBITRARY JUSTICE
A Paranoia mission for 1 GM and 3-6 players.
Hopefully there are also 3-6 Troubleshooters but that is your business.
Playtime estimate: 2+ hours.

0. INTRODUCTION Mission Background


During the chaos caused by a black hole created by The black hole created by Project Infinite Hole (see
R&D (that Project Infinite Hole), service groups sent page 60) destroyed a lot of Alpha Complex. Things
teams of their workers to attack each other over old were chaotic. Then came the Great Hotfix and typical
rivalries. So many were arrested that it created more for government programmes, it made things worse.
prisoners than IntSec could handle. The Troubleshooters That is when the eight service groups of Alpha
are brought in to help sort these traitors into their just Complex all thought the same general thing:
consequences. Too bad no one explained how to do 1. This is a great time to attack [Rival Service
that. Anyone up for some arbitrary justice? Group]. But entire sectors are literally collapsing,
and the Cheep Oh!-brand kindacrete support
Needed to Play columns quickly put in place are not fooling
anybody. We will hold off for now.
Make sure players have created their Troubleshooters
2. Wait, if we thought about attacking, you know those
before you start. Offer short but private talks with
bastards in [Rival Service Group] thought that, too.
players to go over their character sheets before the
And they are bastards, so they would not think twice
game begins, as some will forget things like keeping
about striking under the cover of chaos. Bastards!
their mutant power a secret.
3. Therefore, we must attack [Rival Service Group]
before things become more fatal in our general
This mission is designed to be shorter than normal,
direction. And here, ‘we’ means workers who are
around two hours, so people can give Paranoia a try
annoying or putting on airs. No sense risking
without devoting a whole night to it. You will also need
unambitious workers when you can send political
at least one nifty d6 to use as the Computer Dice and
enemies to a destination that might or might not
a bunch of other d6s that are not as nifty. Print or
still exist.
edit the GM Sheet at the end of this mission. It helps
GMs keep track of all those moving parts so no player
Most were arrested before they could carry out their
escapes justice but this is optional. Lastly, make sure
missions and enough survived the arresting process
you either have paper for notes or a decent chat app.
that there was a sudden bottleneck in sentencing all
Players need ways to discreetly message you so they
those traitors even for Alpha Complex’s streamlined,
can stab folks in the back and say it was done by a
no-judge-no-jury-no-problem treasonal justice system.
passing Commie Mutant Traitor.
Guess who gets to sentence traitors? Guess who does
not get any training and has no idea how to properly
sentence these criminals? See, being a Paranoia GM
is loads of fun.

1. Stop That! Start This!


Troubleshooting duty. For yearcycles, you’ve heard
the term spoken with respect, hate, fear, excitement
Attention GMs! In the pages to follow, you will and even exulansis (remember, dictionaries are for
find small notes like this one with rule tips, Green clearance and higher). But you were a lowly
setting reminders and how to deal with timid Infrared worker for a service group for a long time and
players who keep trying to cooperate with Infrareds are never assigned to Troubleshooting duty.
teammates. If you still have questions, track No one wants to arm heavily medicated poor people.
us Famous Game Designers down online and
accost us there or make it up as you go along.

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Get this. The Troubleshooter team asked nicely! What a bunch of rubes!

And now, you and your teammates stand in a


Read out loud all passages in italics. small plaza opposite the door to Briefing Room
These are designed for the players to hear 198-4. Three IntSec patrol autocars and six Green
and are often full of bullshit, double-speak clearance IntSec goons fill the far side, leaning
and outright lies sure to make things against their autocars and casually sipping Bouncy
properly confused. Bubble Beverage (B3). They see you, chuckle
and watch your team with intense... well, probably
admiration and love, right? Now, what is your plan to
get Roz-R out? And in one piece or several?
Yesterdaycycle, you got your first promotion from the
leader of Alpha Complex and everyone’s personal best This scene has two purposes. First, it
friend, The Computer! Welcome to Red clearance. starts the game session with some action
And with that came a notice that you have been so players do not get bored. Second, it
volunteered for Troubleshooting duty! You received is a chance for players and GMs to build
your standard Troubleshooting assigned gear: a Red NODEs and make some rolls to test-drive
laser pistol, Red reflective armour (called ‘reflec’) the core rules (see page 27). Remind
and a reminder to communicate directly through your players how they can spend 1–5 Moxie to
Cerebral Coretech so you can chat with teammates flip success dice into failure dice or vice
and The Computer using your mind. Yes, Friend versa or call in favours if things get dicey.
Computer can see or hear anything you experience
at any time. Is that not reassuring? Remember, only
terrorists want privacy.
Troubleshooter Roz-R-HYT-6 lost it during a mission
Just this morning, Friend Computer assigned you to briefing. When she became the Team Leader, her
Troubleshooter Team 9780874310252 (or Team 978 team demanded that she do the exact same job as
for short) and your first mission: Go to Briefing Room their old Team Leader but differently. That stress led
198-4 in RCE Sector and arrest citizen Roz-R-HYT-6 to her taking forever to start shooting bad guys and
who is barricaded inside along with a small improvised because she cannot do the same thing but different,
bomb. Roz-R-HYT-6 can be captured or terminated she decided to randomise her activity and drew from a
but with minimal property damage either way. deck of cards with random actions. Then she would do
whatever the card said.
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Troubleshooter Roz-R-HYT-6
‘I’ll do what my card says... and it looks like I need some knives all of a sudden.’

○ Basics: CPU, Communists, X-ray Vision.


○ Looks: Short red hair, scuffed and worn Red reflec
armour; panic in her eyes.
○ Quirks: Finds card tricks relaxing; paranoid; thinks
everyone hates her.
○ Plans: Use the stolen nuke to force The Computer
to apologise for the Great Hotfix; use X-ray Vision to
spot anyone planning on storming her position.
○ Gear: Red laser pistol, Red reflec armour, Coretech,
pack of ‘action’ cards, nuclear bomb.

Green IntSec Goons

○ Looks: Monocular IntSec helmet, super clean double


armour and permanently snide expression.
○ Plans: Sit back and enjoy Troubleshooters screwing
things up; see how quickly they can drive at least
5km away once they realise Roz-R has a nuke.

Roz has a live nuclear bomb with her, stolen from


GMs in Paranoia do not roll dice, which is her last mission to R&D (it is a suitcase bomb so it is
why NPCs do not come with stats. Look to technically ‘a small bomb’ as IntSec reported, just not
players screwing up their rolls for when to improvised). The Green clearance Internal Security
assign wounds or whatnot. If a player fails officers do not know it is there yet – they honestly
to at least reach the DIFF in combat, assign think it is just a standard bomb. The Troubleshooters
a wound. If this is out of combat, assign will only know about the nuke if Roz-R talks about it, if
a wound anyway or create some clever they get inside or they call in a favour. (Fine, they will
corrections. See page 27 for how to set also know if it explodes. Hard to miss that when you
DIFFs and use NODEs. are in the blast radius.)

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Once the players have some kind of plan ready,
Favours (see page 84) are help given by a Friend Computer authorises Roz-R’s termination.
Troubleshooter’s service group or secret Each Troubleshooter sees the following termination
society. Each costs 1 - 5 Moxie but they can code at the bottom of their field of vision: G58Gal*4#F.
give Troubleshooters much-needed help. (Officially, this is pronounced, ‘Big G, five, eight, big G,
If the players get stuck in this scene, ask little A, little L, asterisk, four, hash, big F.’)
if anyone wants to buy a favour from their
service group or secret society. Favour and
Moxie cost suggestions are found in each
Termination codes (see page 70) are
group’s or society’s description in Chapter 3.
tools you can use to regulate player
bloodthirstiness. If the Troubleshooters are
killing everything that moves or targeting
There is no predetermined solution to dealing with important NPCs, have The Computer demand
Roz-R because we chose to go out drinking instead of termination codes the team does not have.
writing that bit. Give players space to create their own. But if that would put death and destruction at
Reward creativity and mayhem, and punish boredom dangerously low levels, skip it.
and safe actions.

GM: The Intsec goons stop what they’re doing to


watch your team in action. Now, who wants to do Any Troubleshooter who kills Roz-R has 60 real seconds
something not terribly asinine? to recite that exact code out loud without any mistakes.
If said correctly, whoever lands the killing blow gains
Ken: I ask the goons if they have a megaphone I can 100 XP Points as a reward. Reciting even one character
borrow. Then I’m gonna talk to Roz-R and convince incorrectly and still terminating Roz-R means that
her to come out peacefully. I’m gonna be a hero! Troubleshooter is to be terminated as well. Twice if they
blame The Computer for a difficult-to-say code.
GM: Sure, that sounds... sensible and nonviolent.
Hmmm… Roll Chutzpah + Charm against DIFF 10. This scene should not last more than 30 minutes or so
but give players a few chances to make some NODE
Ken: 10? Are you nuts? My NODE is only 4! rolls within that time. This helps introduce the core
mechanic (see page 27) including the Computer Dice
Robin: Hush, you’re busy talking to the nice IntSec (see page 27). Spend some time talking to players after
goons. While he’s doing that, how do the structural a few rolls to make sure everyone understands the
support columns near the briefing room look? If they’re central dice pool concept and are enjoying themselves.
sagging thanks to that Great Hotwhatever, I put my
grenade right at the base.

GM: Oh? OH! Yes, the Cheep Oh!-brand kindacrete


Remember, GMs have unlimited power
support columns look damaged. Each has a sign taped
in this game but that comes with
to it that says ‘Great Hotfix: New Support Columns
responsibilities. There is nothing wrong with
Coming Q2 Year 215’. You’re not throwing the grenade,
letting the dice settle things but you can
so roll Violence + Engineer against DIFF 2.
use the bomb to nudge players in certain
directions. If they do something dull, maybe
Ken: ARE YOU KIDDING ME? A FREAKING DIFF
the bomb starts counting down from 99. If
TWO??
they do something funny or clever, make the
bomb explode or not depending on what the
GM: First, this is just a game, so cool your jets.
players want from that scene. The mission
Second, the goons decide you look a lot like their
never returns to RCE Sector, so atomise
combat training dummy, at least in the face, so they
what you want atomised.
warm up by beating you in the face. You are Injured
and lose 2 Moxie. Now, would you like to bitch some
more about difficulties?

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The key here is to bring the team to the brink of At this point, the GM should pull each player aside for
success – but do not let them have it! Just when the a private chat. Troubleshooters all get contacted by
team is about to be successful or turn the briefing room their secret societies and receive a secret objective
into a radioactive crater, read the following out loud. but this is also a great time to answer questions about
the rules, setting or what have you.
You all instinctively stop and tense up when you hear
the DING. Whenever Friend Computer wants to speak All secret objectives share the same structure: Free
to one or more citizens, it’s preceded by a soft, almost any fellow society member(s) that you find in the
pleasant chime. The DING has been known to drive sentencing facility. GMs should customise the next
people to self-terminate or, more likely, snap from scene's traitors based on the Troubleshooter’s secret
the stress and go on a shooting spree. That’s why societies. For example, if one Troubleshooter belongs
everyone loses 1 Moxie right now just from hearing it. to Free Enterprise, send that player a private note
You wait until you hear The Computer’s dulcet tones that says, ‘The traitor that just came in the room? You
in your mind. remember him from your last secret society meeting!’
To help with this, we have labelled each traitor to be
‘Attention Troubleshooter Team 9780874310252. sentenced as belonging to Player 1’s secret society,
Due to higher than usual arrest volume, you must Player 2’s society and so on. Simply look to your left
report immediately for traitor sentencing duty. Go to and that player is Player 1. Look at your GM Sheet,
MGP Sector’s Emergency Sentencing Facility MGP- find the secret society and send that note.
SN28AF. You have 10 minutes to arrive before late
penalties apply. Thank you for not requiring your Players should write down their secret objective on the
immediate arrest and termination.’ Naughty side of their character sheet. Remind players
that meeting objectives (mission or society) can earn
Yes, the team has to stop their mission to go on them bonuses in debriefing and is just an all-around
another mission. No one in RCE Sector will care except fun way to encourage internecine warfare.
for Roz-R, who may or may not detonate the nuke
depending on what GMs need to happen. If unsure, GMs 2. Begin the Parade
should skip the explosion and head where players can
You stand in a small square dedicated to Alpha
have more fun. Or more gun. We get those confused.
Complex’s favourite approved comedian, Funbot.
There is even a small statue in the centre with Funbot
hitting a citizen with a cream pie that has a brick inside
it. Everyone remembers that classic joke (except for
those with bad concussions for some reason).

All around you are signs that the Great Hotfix


continues to improve Alpha Complex. There are
HPD&MC construction crews drinking B3 instead of
working, CPU efficiency auditors hiding from angry
From time-to-time, you might want to check HPD&MC crews, Power Services and Technical
in with players about their Troubleshooter’s Services arguing over wiring and IntSec recording
buttons (see page 47). These are great tools everything in triplicate. The opposite wall has just
for creating chaos and fun, and you should been erected and someone hand-wrote ‘MGP-
have a list of all of them on your GM Sheet. SN28AF’ on the wall’s only door.
Whenever the conditions are right, you can
press either their Treason or Violence button In the centre of all this movement and work is a tall
and force the player to roleplay that. But if Blue clearance citizen wearing black double armour
a player voluntarily roleplays one of their over a blue jumpsuit. He is laughing with a few
buttons, they earn 2 Moxie for it. Do not give IntSec Green goons but they quickly tap his shoulder
out any Moxie if you press the button. and point to you. The man turns with a scowl, sees
your team and is instantly happy and smiling! See?
Everybody loves Troubleshooters!

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This is Scott-B-PLT, Team 978’s briefing officer. His Pause so players have time to praise Friend
job is to hold a briefing that explains the mission to Computer. Give a flag to the Troubleshooter with the
the team, then send them on their merry way to shoot worst enthusiastic bootlicking and a 100 XP Point
trouble. To be honest, Scott-B does not care about bonus to the best. Once that is out of the way, Scott-B
this mission (he does not care about much beyond continues the brief briefing.
powergolf with other Blue clearance execs). But he
cannot show his disdain and laziness in front of the You may have heard how those evil Commie Mutant
Troubleshooters because The Computer is recording it Traitors tried to destroy Alpha Complex with a black
all through their Coretechs. hole... and I almost forgot that you’re Red clearance.
I’m so happy to have remembered that! Tell me, what
His solution? Sound excited and look happy the do you know about singularities?
whole time while ignoring the Troubleshooters. He
instructs the Troubleshooters to sit on the floor in This is a trick question. Given how the
front of him for a brief briefing (which looks odd but is Troubleshooters were Infrared clearance and only
grammatically correct). just became Reds, the characters would not know
anything about black holes. But chances are the
‘Hello, brave and loyal Troubleshooters! Welcome to players do. Scott-B does not care but knows he
your exciting new mission. I am your briefing officer cannot ignore treason when it is being recorded.
Scott-B-PLT and it is a fine pleasure to meet you. Anyone who slips up and says something? For now,
Get it? Fine? A fine pleasure? As it stands, time is let them have a pass. Players often need to get used
not on our side so we have to do our briefing here on to words not found in Alpha Complex, so remind them
the floor. But this should work out great, maybe even next time there will be all flags and fines.
better than using the standard comfortable chairs
around a clean table! I’m so happy this briefing is
taking place here and now, aren’t you?

Briefing Officer Scott-B-PLT-3


‘Don’t worry about the spilled B3. Just call a scrubot who can tailor the cleaning. Haha, get it? Tay-lore?’

○ Basics: IntSec, Any society not associated with one


of the Troubleshooters, Levitation.
○ Looks: Black double armour over a loose-fitting blue
jumpsuit, no helmet but helmet hair is bad.
○ Quirks: Makes nonsensical puns but thinks they are
hilarious (think of a bad pun, then change one of
the terms so it makes zero sense); overemphasises
happiness in conversations when stressed.
○ Plans: Whatever it takes to reduce the arrestee
backlog so he can get back to playing powergolf with
his Blue clearance buddies instead of actually doing
his managerial duties.
○ Gear: Blue laser pistol, Blue double armour,
skinnerstick.

The other NPCs at this location are even less important than Nobodies, so they get nothing. Hey, if they wanted
attention, they should have been interesting.

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‘Here is your official mission briefing sure to If the players have none, Scott-B will carelessly assign
summarise things, am I right? Sum-arise? Anywho, MBDs to all Troubleshooters to get it over with.
you will spend the whole mission inside that temporary
traitor sorting facility. When a traitor enters the room,
you have to sentence them (Ha! Get it?) by listening
to their crimes and deciding which of three exit
doors they should go through. One door leads to an
interrogation; another lets the traitor go free without
corrections; and the last is for summary executions
only. Heh, another sum-arise situation, right?
Mandatory Bonus Duties are found on page 14.
How you decide which door to send a traitor through
Be sure to give one to each Troubleshooter,
is up to your key-pable hands! This might sound
as who would hate getting responsibilities
like I don’t care about the mission but that would
but no authority to fulfil them? Also, be
be incorrect. I’m showing my trust in these noble
ready to explain to the players what each
Troubleshooters! Ask about their crimes and use the
duty means. Emphasise how players can get
sensible mind Friend Computer gave you. You are all
Troubleshooters in trouble by ratting them out
up to the task, right?
if they fail at their MBD. Remember, it is always
best to have players do your dirty work for you.
Again, wait for the inevitable kissing up. This time,
give a flag for the most enthusiastic response (they
are trying too hard and that raises suspicions). There
is no XP Point bonus.
If you need any help in there, please send me a
Emily: I push my way past the team so I’m right in Coretech message. If I’m not busy, I’ll come in
front of our briefing officer. Then I loudly say, ‘Of and offer assistance. We are here to help you help
course we’re up to the task! My love for The Computer yourselves! Now, before we officially begin the
knows no bounds!’ mission, do you have anything you need? What can I
bring you to help the mission succeed?
GM (as Scott-B): The person trying to act the most
loyal is the person with something to hide. You have Before anyone can bring anything up, Scott-B orders
been assigned one flag for suspiciously acting not the team to enter MGP-SN28AF and wait for the first
suspicious. Isn’t that great? traitor. Then he walks away.

Emily: But... last time, the player got rewarded! At this point, GMs should tell players to write down the
mission objective: Send all traitors coming into the
GM (as Scott-B): You are not wrong. On a related room through one of the three exit doors. Players
note, I am too busy thinking about your mission to will vote in debriefing on who helped the most with this
care about that! What fun! objective, so be sure to remind players about that.

You get to continue this mission until the backlog Room MGP-SN28AF has one entrance (the one used
of unsentenced traitors is gone. That’s great, right? by the Troubleshooters) and three exit doors on the
Until then, I will be key-ping score. You must direct far side of the room. These are labelled Hot Fun, Cold
all traitors sent into your temporary sentencing facility Fun and Flergle. Red clearance Troubleshooters are
through one of the three exit doors. I’m so confident in not cleared to sentence traitors; Scott-B had to change
your team’s capability that I won’t bring up corrections the door signs so Troubleshooters could legally do
should you fail miserably. I’m 100% sure this team will this mission. No one will ever explain which door is
reach this objective quickly and safely, and like I said, which, mostly because Scott-B is unconcerned with the
I am so happy to be here as your briefing officer! Now, whole shebang. Just between us, they are Summary
do we have Mandatory Bonus Duties yet? Execution, Freedom and Interrogation respectively.

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Besides the doors, here is what is in the room:
○ A black, moulded-plastic chair that can hold about Experimental means two things here: 1) the
70 kilograms of weight before collapsing into a pile Success/Treason effects are bigger than
of razor-sharp pieces of plastic. No one ever has normal and 2) the devices tend to be weirder
to use it but anyone weighing more than ~150 lbs. and easier to screw up. If players damage or
will break it and take at least a Hurt wound. lose any of them, be sure to note that on your
○ One red and one green light are installed above GM Sheet so you can get them in serious
the three exit doors. All are currently dark. trouble during debriefing for destroying
○ Two sets of fluorescent ceiling lights protected by assigned property – assuming the other
a metal mesh. They can be broken but they are a players’ idea of fun is tattling on a teammate.
fun tool for GMs to get whatever they need at that
moment. Need darkness? The lights stopped working.
Need light? Hey, they came back on by themselves!
○ A security camera in one corner. It has green and
red lights atop it, both of which are dark as well. This FarFly Turbo JetPack (Lvl 3 Yellow): S: Fly in one
camera broke during the Project Infinite Hole kerfuffle direction very fast without hitting anything. | T: Feet
and no one has fixed it yet – until the GM needs it got caught in the intake and you flew right into a wall;
working, in which case only the lights are broken. Maimed and -3 Moxie.
○ Because things are still being renovated and
repaired as part of the Great Hotfix, the walls R&D was given a broken Pre-Whoops jetpack and asked
have a fresh coat of grey paint with a crimson to recreate it but the only thing they understood was
stripe running across the centre. Also, the floor is the word jet. That is why this is a single turbojet engine
uneven and there is a spot next to the entrance connected to a metal harness. When worn, the user
door that bends ominously under a clone’s weight. can control it through their Coretech. The problem? The
(It only breaks if you remember it is there and it top speed is 800kph and this is an underground city, so
would make people laugh.) flying might be changed to zooming through corridors
○ A rectangular plastic box labelled and hoping upcoming doors are open.
‘9780874310252’ sits amid some shattered and
scorched floor tiles, wisps of plastic smoke still
drifting up from the scarred box.

Because the backlog of traitors is growing rapidly,


there was no time for normal outfitting. Instead, R&D
ran a few predictive models to determine what the
Troubleshooters would likely need. ‘Doesn’t matter,
they fail’ kept showing up, so they grabbed three
random items that were within reach, labelled them
as experimental equipment and crammed them in
this box. Because this is assigned equipment, the
Troubleshooters are cleared to use these despite the
security clearance restrictions. You might need to let
players know that but maybe after at least one has
been terminated for security clearance violations.

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Here is how this scene works.
○ Start by telling the players they have time to
figure out how to approach this mission. Let
them debate while you take a bathroom break.
○ When they seem to be close to settling on a plan
but before they all agree on it, send in the first
traitor to be sentenced. If any player complains
and says you lied about how much time they
have, simply smile wide and assign a Wanted
flag to their character.
○ For the first traitor in this rather odd parade, look
to their Plans and Quirks to decide how to
roleplay the NPC. For example, when Grace-B-
RLS shows up, she will use her Clone Empathy
RelaxAttacks Calming Squeeze Ball (Lvl 1 Red): S: power to get the Troubleshooters to fight each
Human target acts like they took thymoblandin: +1 other and then try to escape. (How can a GM
success for staying calm and all Moxie costs reduced know if the power works? If it helps the players
by 1. | T: Target got dosed with thymoglandin instead enjoy the game, do it. Just remember players hate
and immediately attacks whoever gave the ball to it when GMs take over their characters, so either
them; +1 success for all Violence rolls until dead. give them a note or pull them aside and tell them
to roleplay being under its influence.)
This regular squishy stress ball should have been filled ○ Give the players five in-game minutes (which is
with thymoblandin, a drug absorbed through the skin not the same as five IRL minutes but it can be)
that induces calm and relaxation. PLC ran low on that to decide whether Grace-B should be sent
prescription when filling the balls, so they added some through the Hot Fun, Cold Fun or Flergle exit
thymoglandin as well – which is a combat drug that doors. Let the players argue, fight and generally
makes soldiers more aggressive and less worried about waste time over this. But never let them know
their own life. what those doors lead to!
○ After those five minutes are up, look at the
remaining traitors. Pick one that could cause
conflict if they show up next. Grace-B is from
Armed Forces and they hate IntSec, so send in
Shivani-B-GLB since he is Internal Security. Now
the team has to deal with two arrested citizens
who want to murder each other before The
Computer can do it.
○ Do not worry about how backlogged things
get. If the team screws things up so badly that all
eight traitors are in the same room at the same
time, that sounds like a them problem.
○ And once a traitor goes through one of the doors,
Blue Laser Pistol (Lvl 2 Blue): S: Wound a character that is all she wrote. No coming back through
with Green armour or less | T: Battery died and cannot the door, no ‘oops wrong door’ moments or
fire again until recharged. anything similar. Right or wrong, they have been
sentenced by the team as soon as they walk
Yes, your standard laser pistol but at Blue clearance through the doorway and that is final.
(and Blue power levels). The shooter must have
Blue clearance at least or it will not fire, although What happens if a Troubleshooter takes a gander
Red Troubleshooters could ask The Computer for through an exit door? The Computer does not take
a temporary exemption. There are no flashy effects kindly to citizens who peek behind the curtain,
since it is just a laser pistol. Remember that Red reflec so It will immediately run a classic episode of the
is as effective against Blue lasers as biscuits are reality show Commies On The Corner! through their
against a firehose full of hydrochloric acid on full blast. Coretech before the Troubleshooter can see or hear

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anything. This lasts for two rounds after they shut the ‘Stupid GM, I figured out your dumb puzzle!’ When they
door, so be sure to tell the other players not to mess send the next termination-deserving traitor through the
with this one just because they are blind and helpless. Hot Fun door, the red light turns on. Fear and ignorance
are what sets Paranoia apart from other RPGs!
During that time, GMs should ask that player to come
up with the episode’s plot and very special message. Below are the eight traitors, one per service group in
Why? You’d be surprised how often players come up Alpha Complex. Each comes with their own Plans and
with stuff more twisted and dark than you would ever the GM should use this to help decide how to roleplay
go. Let the player indulge in their creativity but since the traitor. Of course, GMs should ignore our sage
this puts them on the spot, be ready to skip it if the advice if something else works. I mean, what do we
chosen player is not feeling very creative. And what know? We are only Famous Game Designers who
happens if a Troubleshooter gets shoved through an took too much Adderall.
exit door and the door is closed? Just send in their
replacement clone already. Again, you must make sure one of these traitors
belongs to one player’s secret societies. Truth is
slippery in Alpha Complex, but fear-induced panic
over seeing a traitorous friend who could cut a deal by
outing you is crystal clear. Thanks to that panic, each
Troubleshooter loses 1 Moxie as soon as they notice
a secret society friend is next to be sentenced – but
communicate that discreetly! If you say it openly,
everyone will know that player’s secret society way
During this scene, remind players to too easily. They need to work for that!
consider their two buttons, Violence and
Treason. If a player roleplays it well AND it If the game is running long, here is a quick and fun
makes sense (i.e. the button was ‘pressed’ way to wrap up this scene.
by something in the game), they earn 2
Moxie. But if you tell the player a button The entrance door opens again but this time it stays
gets pressed, they do not earn anything but open. A skinny Green clearance citizen with a shaved
still have to roleplay it. For how long? Until head comes in carrying a small cooler. ‘Which one of
it stops being entertaining or you forget youse is da Team Leader what leads da team?’
about it because holy crap do players send
lots of hard-to-read notes. She will give the cooler to whoever says they are the
leader. Inside are bloody human ears, two for each
GMs can also bleed some Moxie from the traitor not sentenced. The team took too long, so the
Troubleshooters when they face combat or backup plan was activated: Hire a hitman to kill the
similar very stressful conditions. While this remaining traitors so they can close the Emergency
game does not include any sanity mechanic, Sentencing Facility and go somewhere more
Moxie represents their mental state. Facing enjoyable. Go ahead and skip to 3. Did They Guess
something very stressful can cost 1–2 Moxie Right? below.
just by being there.

7 of 8 traitors have higher security clearances


The lights above the door are technically so than the Troubleshooters. Does that mean
Troubleshooters know if they made a good sentencing they can boss the Reds around? No,
decision (green light) or a spectacularly bad one (red because they have been arrested. Would the
light). Want to do something fun? Well, fun for GMs Troubleshooters know this? Unsure, because
anyway? Use the players’ cleverness against them by they are not very sharp. Never directly answer
giving them a pattern and then destroying it. If they send this question! Keeping it vague makes the
a traitor clearly deserving termination through the Hot players more paranoid and increases the odds
Fun door and the green light turns on, players will think, they will do something amazing.

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Grace-B-RLS-5, Vulture Squadron Warrior (Armed Forces)
‘Listen up, maggot. Your teammate there is all WOPA and I can tell she wants to KYH until you’re DAOFTC!
You gonna take that or stand up and be a real clone?’

○ Basics: Armed Forces, Player 1’s secret society,


Clone Empathy.
○ Looks: Dark hair; grey combat goggles; several rifles.
○ Quirks: Stares hard in the eyes of anyone she talks
to; keeps using made-up acronyms that mean nothing.
○ Plans: Use Clone Empathy to convince Troubleshooters
to attack each other, then escape in the chaos.
○ Gear: None.

○ Treason: Abuse of public trust, aggravated mockery.


(Called several IntSec agents ‘a bunch of lazy, good-for-
nothing, one-eyed scrubots’, so IntSec wanted to send a
message by having Grace-B arrested and terminated.)
○ Door they should go through: Hot Fun
(termination).

Vulture Squadron is the military’s special forces. They


are called upon whenever the enemy is considered
dangerous for real and their training exercises leave
many people dead (sometimes even their own). Just do
not call them a Vulture – they demand the term Vulture
Squadron Warrior and by demand, we mean they will
murder citizens who do not.

Combat will likely happen sometime in this


scene. Initiative goes by security clearance,
but players can take a -1 NODE penalty
to bump up to the next higher clearance
initiative (up to -5). Remind players of
this so they take riskier rolls that lead to
mayhem and replacement clones. Be sure
to add the equipment’s level to the NODE
and look for Success/Treason effects to
apply. And remind players of service group
and secret society’s favours in case things
go south real quick.

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Oscar-Y-VRN-4: Yellowpants (CPU)
‘Um, actually the term is regardless and not irregardless. See? Now you can use the right one on that genocide
pre-authorisation form. You’re welcome!’

○ Basics: CPU, Player 2’s secret society,


Hypersenses.
○ Looks: Dishevelled suit with a goldenrod-
coloured tie; hair is combed and greased back
with ruler-like precision.
○ Quirks: Corrects people’s grammar and thinks
that is helpful; starts most sentences with,
‘Um, actually...’
○ Plans: Measure and improve the efficiency of
the emergency sentencing process (even if that
means his death).
○ Gear: None.

○ Treason: Failure to disclose treason, perfidious


walking. (Folks over at Technical Services hate
him and had him arrested for ‘trying to create
service firms’, whatever those are.)
○ Door they should go through: Cold Fun
(interrogation).

Oscar-Y is a Yellowpants (nickname for a CPU


efficiency auditor) and one that everyone in CPU
loves and everyone else hates for the same reason:
He’s good at his job. No one likes a smarty (yellow)
pants. Oscar-Y is also so self-absorbed that he thinks
this is all an exercise to test his ability to improve
workplace efficiency, so that is what he will do until
shoved through an exit door.

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Luiz-Y-MRF-2: Happiness Hymn Singer (HPD&MC)
‘Youuuuu PHIListines caaaaan SHUUUUT IT! Figaro, figaro, magnifico-o-o-o!’’

○ Basics: HPD&MC, Player 3’s secret


society, Mental Blast.
○ Looks: Average height but oddly wide;
wears formal dress with a yellow bow
tie, smells like Hot Fun for some reason.
○ Quirks: Only speaks in operatic
singing; only listens to people who sing
operatically to him.
○ Plans: Lead the team in one last
hymn and escape while they are busy
singing.
○ Gear: None.

○ Treason: Unlawful lyrics, trespassing


with intent to sing, inciting riots. (CPU
hired him to sing I Am The Botbot at a
corporate retreat. Then they convinced
Friend Computer to make that song
illegal and invited IntSec to listen.)
○ Door they should go through: Cold
Fun (interrogation).

Luiz-Y has an epic singing voice and is


convinced his talent will disappear if he
ever stops singing. In the room, Luiz-Y tries
to lead the team in a rousing rendition of
Happiness Hymn #007, Relax (And Do Your
Job). That song is also illegal but this time
Luiz-Y does it on purpose. He hopes the
chaos of singing banned lyrics can either
get them all arrested or at least distract the
Troubleshooters. Either way, he plans on
fleeing through the Flergle door.

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Shivani-B-GLB-2: Blue Trooper (IntSec)
‘Name’s Shivani-B, Internal Security trooper with over 500 confirmed arrests and 2,400 confirmed terminations,
yeah? You are beneath me and you’re all under arrest, yeah?’

○ Basics: IntSec, Player 4’s secret society,


Force Field.
○ Looks: Missing right arm; reflective orange
sunglasses; always looks like he is that close to
losing it.
○ Quirks: Puts ‘yeah’ at the end of almost every
sentence; speaks more with his hand than with
words.
○ Plans: Arrest all the Troubleshooters before they
can sentence him; use Force Field to stay safe
and stop from being dragged through an exit door.
○ Gear: None.

○ Treason: Breach of contract, assault with intent


to assault some more. (Nothing really but he did
give a ticket to an Indigo clearance Lieutenant
General just before Project Infinite Hole began,
so that is why he is here.)
○ Door they should go through: Hot Fun
(termination).

Armed Forces hates IntSec, so when Lt. Gen. Beth-


V-GHA got a ticket for going 210kph in a 40kph
zone, she made sure to learn the agent’s name. In
the room, Shivani-B will start using this Force Field
mutant power to protect herself. Then he will try
to intimidate and/or con the Troubleshooters into
believing he is not a traitor and is actually here to
arrest the Troubleshooters.

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Savannah-G-HRH-3: Hazmat handler (Power Services)
‘All I know is the fire alarm will go off soon... I said, the fire alarm will... ah, the warning klaxon sounds!
Too bad I have to go outside now instead of through an exit door.’

○ Basics: PowerServ, Player 5’s secret


society, Pyrokinesis.
○ Looks: Naturally 2.2 metres (7’-ish) tall, no hair
anywhere (not even eyebrows).
○ Quirks: Prefers to stand over by the entrance
door; smells faintly of ammonia.
○ Plans: Light enough fires with Pyrokinesis that
the fire alarm goes off and she can slip away
in the chaos; blame 1 - 2 Troubleshooters for
having Pyrokinesis so they leave her alone.
○ Gear: None.

○ Treason: Possession of barely controlled


substances, Outdoors monster smuggling, Power Services and Technical Services hate each
use of unapproved metaphors. (She approved other and they often fight over who is responsible
replacing TechServ batteries with PowerServ for the lucrative battery market (batteries are
batteries in MGP Sector’s vendabots and made by Technical Services but charged by Power
TechServ took offence at that. In Savannah-G’s Services, so they both claim ownership). In the room,
defence, TechServ takes offence at everything Savannah-G will openly use her Pyrokinesis to light
PowerServ does.) Troubleshooters on fire and escape through the
○ Door they should go through: Cold Fun entrance door as alarms ring and Troubleshooters go
(interrogation). up in smoke.

Taisha-B-WAL-2: Coretech coder (R&D)


‘Now listen ta me, citizen. Do ya have Mallard clearance like me? That’s what I thought. Go do what I told ya ta do
already before I demote you.’

○ Basics: R&D, any irritating player’s society,


Adrenalin Control.
○ Looks: Pencil-thin moustache; purple-ish
bruises on hands and arms; cauliflower ears.
○ Quirks: Believes he really has Mallard
clearance (whatever that is); talks so softly
that it is hard to hear him.
○ Plans: Activate his shoe bomb to blow up the
entire room and all inside, including him.
○ Gear: Shoe bomb.

○ Treason: Boticide, cloneslaughter, mutiny,


procurement of drugs under false pretences. As with Robbie-GOL above, Taisha-B believes
(Reassigned a PLC shipment of bot parts he is a dead man walking. You do not get caught
to his R&D lab and forgot to remove his stealing from PLC and then survive interrogation.
Coretech IP address from the new orders.) That is why he has a shoe bomb; his left boot has
○ Door they should go through: Cold Fun enough Semtex to blow up the room and everyone
(interrogation). in it. It will take Taisha-B two rounds to activate it,
then it will explode in one round after that.

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Are the players running through these mini
scenes too quickly? Do they have most
of their clones left? Here is a great way to
solve both problems: Turn out the lights.
There is something about a dark room that
encourages Troubleshooters to start killing
each other, and the Alpha Complex power
grid is about as reliable as a weather forecast
during the apocalypse.

Robbie-GOL-4: Food vat worker (PLC)


‘Sigh. Boss says being arrested is not an excuse for missing
algae bloom quotas. Please kill me so I can get back to
work. Pretty please with algae blooms on top?’

○ Basics: PLC, Player 5’s secret society,


Machine Empathy.
○ Looks: Body like an Olympic weightlifter, wears
black t-shirts and pants that are two sizes too small.
○ Quirks: Resigned to his death and keeps
saying, ‘I do gooder next time.’; tries to figure
out which exit door leads to termination.
○ Plans: Try to die so his next clone can get back
to work already – and fail because his Machine
Empathy power means Friend Computer keeps
interrupting to save him from termination.
○ Gear: None.

○ Treason: Resisting arrest. (Eric is honestly


innocent and loyal but someone at IntSec had
an arrest quota to meet.)
○ Door they should go through: Flergle
(freedom).

Robbie is an Infrared worker, hence lacking any


‘middle initial’. Definitely loyal, Robbie knows the
longer he stays here, the more work piles up back at
the factory. Not only has he come to terms with his
pending death, he is looking forward to the fresh start
of a new clone. He will encourage the team to send
him for termination. However, he has the Machine
Empathy mutation, so whenever the team puts him
at risk, The Computer’s DING precedes orders to not
let Robbie die no matter what. That is why the correct
door for Robbie is Flergle (freedom).

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Bill: If this doofus won’t go through the door willingly, Saul: Bill said he wanted to kill this Infrared!
I’ll throw him through like a hero! I’ll roll Violence +
Throw. Bill: Shut your pie hole!

GM: No you won’t. I set Stat + Skill combos. Besides, GM (as The Computer): Please do not make me ask
as you grab Robbie and bring him closer to the door, a second time or you will never hear a third time.
you hear the DING.
Bill: But our briefing officer never told us what the
Bill: Crap, uh, hi Friend Computer! What can I do you doors mean!
for?
GM (as The Computer): Processing... Are you
GM (as The Computer): Attention Troubleshooters. Why admitting that you have been randomly sentencing
are you punishing one of the most loyal and attractive traitors instead of following orders and assigning
clones in all of Alpha Complex? Please send him through correct sentences?
the door that leads to his well-deserved freedom.
Saul: Don’t forget that he wanted to kill the Infrared!

Finn-Y-COS-5: Bot repairman (Tech Services)


‘Oh, you are not getting to that escalator before me! I got to watch Teela-O’s appearance on Right Side of
History tonight!!’

○ Basics: Technical Services, any late player’s


society, Telepathy.
○ Looks: Tall and thin; ponytail and shaved face;
wears a baggy Yellow jumpsuit with burn marks
across the back.
○ Quirks: Obsessive Teela-O fanboy; views
everything as a competition that he must win.
○ Plans: Use Telepathy to secretly offer 100 XP
Point bribes to Troubleshooters who force one
of their own through an exit door in his place.
○ Gear: None.

○ Treason: Sending prohibited memes by post,


wanton or furious driving. (Openly mocked
Power Services’ Liquid Hot Magma reactors for
not being real reactors.)
○ Door they should go through: Hot Fun
(termination).

For this traitor, the GM should either send


texts, write notes or pull each player aside to
communicate Finn-Y’s telepathic message as
soon as he arrives: ‘The Computer cannot read
our thoughts. I will give you 100 XP Points if you
send in the teammate you hate most through the
door in my place.’ He means 100 XP Points for the
team, not for each Troubleshooter. Hope no one
misunderstands him.

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3. Did They Guess Right? Scott-B will ask the team to vote openly on which
Once the last traitor is sentenced, let the team sit Troubleshooter deserves the most credit for meeting
in the room for a while with nothing happening. It is the mission objective. That lucky clone receives +100
always amusing to see how many deaths are created XP Points, +1 Moxie, -1 flag and +1 clone. Those not
when players get bored. Once the players get some voted receive nothing but shame and sadness.
things out of their systems, in walks Scott-B-PLT to
conduct their mission debriefing:
○ He starts by saying how wonderful it has been During debriefing, GMs award Upgrade
being their briefing and now debriefing officer. Points (see page 26) based on
○ Then he asks if anyone figured out what was Troubleshooter performance. This includes
behind the doors. Any Troubleshooter stupid the Troubleshooter of the Weekcycle award.
enough to say yes gets +1 flag. Once you are done voting for the objectives,
○ Lastly, he examines the mission objective (see the vote next on the Weekcycle award. Then
GM Sheet for more details). If the team failed to dole out UPs as needed. And if this is just a
meet this, all Troubleshooters lose 100 XP points one-shot, have them vote on Troubleshooter
and gain 1 flag apiece. of the Weekcycle anyway. It is great fun
to watch people fight viciously over an
imaginary award.

For some strange reason, all briefing officers are prescribed anti-anxiety meds.

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Explain this to the players so they turn on each ‘Great to hear but you know what counts as true
other like hungry, rabid dogs. If they do not, you can gratitude? XP Points! After all, they’re not money!
jumpstart that by asking them to vote on the worst They’re a way of thanking others for their hard work,
Troubleshooter, who receives a brand-new, shiny protecting you lot. Reds like you probably don’t have
summary execution right then and there. Once all much, so how about we cut you a deal and offer
voting has finished and there is no more laser fire, protection for 50 XP Points each weekcycle?
Scott-B sends the team outside to the small square.
I know that sounds like a lot but can you put a thanks-
There is one last surprise waiting for them near the based price tag on not being beaten to a pulp by
Funbot statue. Each traitor they sent through the Hot citizens seeking revenge each and every week? And
Fun (termination) door is standing side-by-side waiting why not start today? We need 50 XP Points from each
for the Troubleshooters. Remember, most if not all Troubleshooter so we can start protecting you. From
will be on new clones and still have higher security being attacked. Which could happen very soon.’
clearances. GMs should pick one of these citizens as
their unofficial leader and speak for them. Yes, this is a classic protection racket. GMs should
ask each Troubleshooter if they have 50 XP Points
left and whether they will transfer it or not, as this
determines which ending GMs will read out loud:
○ Paid the full 50 XP Points: ‘For those who
paid, you are all resting after your latest mission.
Suddenly, you hear a laser pistol firing! You turn
instinctively to see a citizen crumpled behind you,
their hand still clutching a sharp knife. That guy
Anyone who calls The Computer to from the Funbot square, the one who asked you
complain is... not good. Not only do to pay protection? You catch a glimpse of him
these former traitors have higher security leaving the room. He locks eyes with you, nods
clearances (so more trust), their carefully and smiles before he’s gone. Looks like you made
chosen words made everything sound loyal a new friend!
and appropriate. Anyone who calls Big C ○ Will not (or cannot) pay: ‘For those who didn’t
gets a flag instead. pay, you are all resting after your latest mission.
Suddenly, you feel a sharp pain between your ribs!
You fall over bleeding from a stab wound and you
can see a Red clearance citizen running away with
‘Hi, citizens! We want to take a moment to thank you! a bloody knife in hand. As you lie dying from blood
Your sentencing was correct and efficient, and we bet loss, remember the guy from earlier that asked
The Computer is very pleased with you! We share you to pay protection? He kneels next to you and
that, too! As a way of saying thank you for assigning whispers, ‘You really should have given us the
capital punishment for our previous clone’s crimes, we money.’ Then he walks away.
want to offer our protection. When word gets out about
how well you handled this assignment, traitors will be Yes, the protection racket was not a racket but an honest
ready to take revenge by attacking you. I’ll pause here offer. What, you thought they were being sarcastic?
for your thanks and gratitude.’

Let the players bootlick here. Once they've all said


THE END
thanks, the citizen continues.

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cloud.deploy[Export(object)]
object.secret [‘Minor stuff we almost forgot’]
font.family(‘Times New Roman’)
Do[print.title

C h apter)’)]
x (Not a
i
(‘Append

countTreason(video); for (int dna = notStupid) {if (x <= T) terminateAllThoseBastards}

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GM (as Aisha-B): And yet, I don’t see information on
the six citizens who attacked yah. Your records are
incomplete, which means they are suspicious, tah.
Finally, Troubleshooter Team Code-7 has reached
debriefing. All Troubleshooters are near their last Brett: But… but… they were alive. Well, when we met
clone and they must explain who should be rewarded them, anyway. And they didn’t have identification!
or terminated.
GM (as Aisha-B): Look at this Coretech recording.
GM (as briefing officer Aisha-B): Now that yah Yah can clearly see me saying, ‘identify any bodies
have all finally taken your seats, we will proceed with found.’ I never said anything about dead bodies.
debriefing. First, did yah document the damage to Wilfully misinterpreting a mission objective earns yah
the reactor? one Restricted flag. Since your team was only partially
successful, only one of yah will enjoy a spa day: The
Christi: Sure did! I took care of that. Troubleshahhter of the Weekcycle! Now, let’s hear
from each team member, one at a time. Yah will each
Jenny: Did you, though? You went to do that but the vote for which teammate earns Troubleshahter of the
rest of us didn’t see the results. Got any proof? Weekcycle. Yes, Yah can vote for yourself.

Christi: Yep! <types a note to the GM> LATER, AFTER MUCH DISCUSSION AND
BACKSTABBING…
GM (as Aisha-B): This is technically acceptable,
Armand-B. On an unrelated note, I have been GM (as Aisha-B): Congratulations, Sam-R-JNS-4! As
informed that Shara-R betrayed The Computer and yah received more votes than anyone else – a total of
joined a grahp of mutant traitor separatist reactor tah – you are the Troubleshahter of the Weekcycle!’
workers. Is this true, Shara-R?
GM: OK, everybody, this is a good time to give out
Kara (smiling smugly at Christi): That was Upgrade Points. Since all of you made it to debriefing
Shara-R-2. I am Shara-R-3. and you accomplished at least one mission objective...

GM (as briefing officer Aisha-B): And Shara-R-2 Christi: Thanks to me.


received the appropriate correction, which was
termination by teammates. GM: ... Thanks to Christi, you each get 2 Upgrade
Points. You can spend these to upgrade your
Christi: Dangit. Troubleshooter. And as Troubleshooter of the
Weekcycle, Sam-R gets a third UP.
GM (as Aisha-B): Did yah accomplish the second part
of your objective, identifying the bodies found there? Brett: Sweet! I can afford to improve one of my stats!

Brett: Yes we did, O wise and benevolent briefing Beth: Or maybe add three to your Guns skill? Did you
officer. I identified some and Beth did too – I mean even hit anything on this mission?
Vin-R and Hector-R identified a bunch. We got ‘em all.
Brett: Yeah, I shot Naomi-R in the baaaaand no, I did
not shoot anyone.

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CONVERTING RCE CONTENT ○ Treason Stars: These are the same; they are just
organised into flags. If the RCE text says assign a
TO THE NEW PARANOIA
Treason Star, GMs should assign a Treason Star
Because Paranoia is closer to an RCE (Red
(and let the player check off the right flag box).
Clearance Edition) revision than a brand-new
○ GMs still do not roll: As with RCE, the new
replacement, it is relatively easy to use RCE content
Paranoia GMs still look to failed player rolls to
with the new Paranoia. GMs can always just wing it,
decide when they get hit. (For GMs who really
especially since the players cannot complain about
want to roll dice, look for the alternative rules in
rules without having to roll up a new character. But for
the Accomplice Book.)
those who want a little more structure, here is how to
convert RCE stuff to the new Paranoia.
Also, RCE content is very useful for setting ideas
since many are not tied to specific rules. For example,
Unchanged all the Plug-n-Plays for random locations (like for
First, here is a list of things that did not change: Underplex locations in RCE’s Acute Paranoia) work in
○ Stats, Skills and their ratings: These represent both editions the same way.
the same things, so Bluff still means Bluff.
○ Clone and Loyalty: All Troubleshooters start on Converting Troubleshooters
clone #1 and with no Treason Stars (or flags).
Character creation is a little different between the
○ The core rules about NODEs. Anything that
two editions since the character sheets are different.
impacts NODEs in an RCE mission still affects
That said, either system can be used to make some
NODEs the same way in the new Paranoia.
Troubleshooters to kill off with some simple changes:
○ Wounds and Health Boxes: The new Paranoia
○ Use the new character sheet: Fine, that should
still has four wounds and a number of NPC health
have been obvious but we do not know how sober
boxes and they work the same in RCE and the
everyone is.
new Paranoia.
○ No need for gender: If no one in Alpha Complex
cares, why should we? Skip it.
○ Service groups: In the new Paranoia, all
Troubleshooters are assigned a service group.
GMs will need to add these.
○ Buttons replace Adjectives: For the three
personality adjectives, either just ditch ‘em or
see how they can be translated into Violence and
Treason buttons. If one adjective is bitter, what are
they bitter about?
○ Guns +2: All Troubleshooters in the new Paranoia
start with the Guns Skill at +2.
○ Starting Moxie and XP Points: Both editions give
8 Moxie to new Troubleshooters. But in RCE, they
start with 0 XP Points. In the new , start ‘em with
200 XP Points so they have some for you to steal.
○ Assigned and Treasonous gear: In RCE,
there is only one kind of equipment. In the new
Paranoia, this is split into assigned gear (either
given by Friend Computer or bought with XP
Points) and treasonous gear (stuff that is illegal for
Troubleshooters to have). This should be pretty
clear how to divide stuff up.
○ Secret objective: RCE featured secret society
missions. In the new Paranoia, these are included
as secret objectives to write on the character
sheet. There is not much conversion needed here.

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And that’s about it. The rest are all in both editions: These cards include difficulty and defence stats,
Stats, Skills, Treason Stars, XP Points, Moxie and which GMs can use or ignore as is their wont.
Wounds all stay the same.(there are new ways to ○ Mutant power Secret Society and MBD cards:
spend Moxie but this does not affect character stats). Players can use these as reminders of what is on
The new Paranoia adds a few things like flags and their character sheet if needed but these have no
favours but these should not impact any RCE content. use in the new Paranoia and can be set aside.
○ Equipment cards: Compare these items with the
Converting NPCs current equipment list (see page 37) to see if there
were any tweaks to the numbers. Ignore the Action
NPC stats changed a lot between these editions but
Order size but add the Level to NODEs like normal.
there are no mechanical changes, so these need just a
○ Number One card: If your group uses it, then use
little TLC before fitting into the new Paranoia missions:
it! If not, then there is nothing to see here.
○ NPC stats: RCE’s NPCs have some data like
name, some important Skills and health boxes. In
the new Paranoia, the Skills have been dropped Converting Other Rules
since GMs do not roll. Instead, there is more data Again, the core mechanic of building a d6 dice pool
in the form of Looks, Plans, Quirks and so on. We (NODE) and rolling successes against a difficulty
recommend updating RCE mission NPCs to the number has not changed. (Alhough we got lazy and
new data because it is more helpful. That said, started calling it DIFF.)
you can definitely ignore this and just make stuff ○ Initiative: Anything that affects Action Orders
up as you go along. should be halved (min 1) and then used to modify
○ NPC Basics: GMs can also use the three tables the security clearance level. (-2 Action Order
in character creation (see page 20) to quickly means go at -1 clearance so Reds go at Infrared;
pick the Basics for an NPC: Service group, secret +4 Action Order means go at Yellow; and so on.)
society and mutant power. ○ Hitting the DIFF: If you roll for combat and hit the
difficulty number exactly (i.e. number of successes
What To Do With Cards matches the DIFF), you cause a Hurt. (That was
unclear in RCE, so we are clarifying it now.)
Okay, let us be real here. Adding cards to RCE was
○ Armour: This has been settled once and for all;
somewhat controversial; some loved ‘em while others
armour in Paranoia removes one success from a
could not stand ‘em. So here is our Official Famous
hit’s roll per level after the roll was made. (Ex: Red
Game Designer Wisdom for what to do with RCE’s
reflec has Lvl 1, so an attack with 2 successes loses
cards: If you like the cards, use them. Seriously, if your
1 and ends up causing a Hurt – unless the attack
gaming group really enjoys the Action cards and all
was done with an Orange or better laser pistol.)
that, you can add them to any new Paranoia mission.
○ Character advancement: Ignore spending XP
Initiative would be different but there is nothing within
Points for improving stats or skills and replace that
the new Paranoia's rules that would interfere with using
with Upgrade Points (see page 26).
cards from RCE.
○ Losing It: When and how a Troubleshooter Loses
It has not changed; the only difference in the
For those who do not want to use the cards as RCE does,
new Paranoia is using a character’s buttons to
here are some suggestions for modifying things for the
help decide what happens upon Losing it. When
new Paranoia.
a Troubleshooter’s next clone comes back after
Losing It, they have 4 Moxie like normal for a
○ Action cards: Either skip these entirely or hand
replacement clone.
them out as ideas and inspiration for proper
○ Equipment effects: In RCE, only R&D
Paranoia hijinks. This can especially help players
experimental devices had Success and Treason
new to the game.
effects. In the new Paranoia, all equipment has
○ Bot cards (from Acute Paranoia): The new
them. If the item is included in the new Paranoia,
Paranoia does not (yet) have rules for playing bot
use that. If not, either make up some reasonable
characters but the ones in Acute Paranoia can be
effects for success and failure treason or ask the
ported pretty easily. Use Bot Cards if you allow
player before they roll what they would consider a
this and skip them if you do not.
success. Use that for the success effect and the
○ Bestiary cards (from Acute Paranoia): Can
polar opposite for the treason one.
be used for random encounters in the Outdoors.

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Converting Missions
For the most part, RCE missions can be easily run in
the new Paranoia since the two editions are not that
far apart. That said, there are a few things GMs can
do to smooth the transition:
○ Mission objectives: GMs will need to create
mission objectives (one for each section) but
these are just what the Troubleshooters should
officially do in that section. Example: For the
RCE mission Filling an Infinite Hole, section
1’s objective could be, Reach the briefing room
and get R&D experimental gear. (If reaching the
briefing room seems too easy for an objective, talk
to some older Paranoia players.)
○ Secret societies: The new Paranoia has more
secret societies and a few RCE ones were left
out. GMs might need to adjust plots and NPCs
accordingly (i.e. slap some other society over the
one that is missing and move on with your life).
The new Paranoia’s secret societies were all
impacted by Project Infinite Hole and the Great
Hotfix but not so much that RCE’s society plots
would need to be changed.
○ Secret objectives: If an RCE mission has secret
society missions, then those are perfect for picking
a secret society objective. If not, GMs will need
to add one based on what the society would want
from the mission. Remember, a Troubleshooter
can have multiple mission objectives but just one
secret objective.
○ Achievements: RCE missions included a
list of benchmarks and XP Point bonuses to
Troubleshooters to reach them. These have been
removed so players stay focused on the mission
objective. GMs can definitely add Achievements
to the new Paranoia missions; all you need to do
is write them, give each an XP Point bonus and
share these with the players during briefing. (Or
not if they are acting like fools.)

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RULES and SETTING CHEAT SHEETS
Paranoia Rules Cheat Sheet
○ Core Mechanic: D6 dice pool, roll 5s or 6s for successes. You succeed if you meet or beat that difficulty
number (DIFF) set by the GM.
○ NODE is how many d6s you will roll. This is set by (Stat + Skill + Equipment Level + Computer Dice). The GM
decides which Stats/Skills are relevant. You always roll the Computer Dice. Always.
○ If your NODE is negative, you still roll that many dice (NODE -3 means rolling 3d6). But each failed dice (1–4)
cancels out one successful dice (5–6). If the NODE is zero, roll just the Computer Dice.
○ If the Computer symbol shows on the Computer Dice, this is still a success but The Computer suddenly pays
attention to that Troubleshooter and everything (and everyone) nearby.

GM Fiat: Unlike other RPGs, a Paranoia GM can ignore, change or mutilate any game rule at any time.

Moxie: Metagame resource. You earn them by roleplaying your character’s buttons and/or through the whims of an
occasionally benevolent GM. You can spend them four ways and each costs 1–5 Moxie (more means bigger results):
Change one dice per Moxie in anyone’s roll from success to failure (or failure to success).
Use your mutant power (remember, mutations are treason so hide its use whenever possible).
Call in a favour from your service group. (Players explain the favour; GM approves/disapproves).
Call in a treasonous favour from your secret society. (Players explain the favour again).

If you run out of Moxie, you Lose It and go temporarily insane and act out one of your buttons (GM choice).

Buttons: When something presses your buttons and you cannot resist committing treason or violence. You earn 2
Moxie for roleplaying these voluntarily but the GM can push these at any time.

Treason Stars and Flags: If you get caught being bad, you can earn Treason Stars that create ‘social wounds’
called flags. Getting 5 stars means you’re Most Wanted and anyone can kill you for prizes. Each flag increases
your chances of rolling the Computer symbol. When rolled, The Computer pays attention to the entire scene.

XP Points: A social credit system that replaces currency but acts just like it. Can be used by GMs as rewards.

Initiative: The Computer always goes first, followed by citizens in clearance order – Ultraviolets, then Violets, then
Indigos, etc. Within a clearance all citizens go simultaneously. You can bump your initiative to a higher level by taking a
-1 NODE penalty for being recklessly fast (up to -5 NODE for the max five bumps). The GM can let NPCs go whenever.

Combat:
○ Attacking requires the same core mechanic: Determine your NODE and roll.
○ GM can impose NODE penalties for distance, movement, complaining, etc.
○ Dodging attacks are only possible if you go before someone (no one can dodge a laser).

Wounds
○ All characters have five wound levels: Fine, Hurt, Injured, Maimed and Dead. An attack roll that hits the
difficulty exactly causes a Hurt. Each extra success increases the wound’s severity (Hurt to Injured).
○ Hurt = -1 Node; Injured = -2 Node; Maimed = -3 Node. All last until healed or a new clone arrives.
○ If a wound box is already checked, take the next highest wound with an unchecked box. (If Hurt and Injured are
checked and they get another Hurt wound, they are now Maimed.)
○ Armour levels subtract that many successes from a roll (Armour 2 = -2 successes).

Reminder: Paranoia features backstabbing, TPKs and Catch-22s. Don’t get mad, get even!

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Paranoia Setting Cheat Sheet
Theme: Paranoia is a darkly humorous science fiction game set in a future dystopia. Unlike other RPGs, this one
encourages PCs to fight and even kill each other (players get six clones so they can keep playing). Expect to face
Catch-22s, violent scenes and jokes about death, destruction and other cheery topics.

Alpha Complex: A gigantic city built underground and Clones: All citizens are clones and each has five backups
beneath a giant dome that houses everyone. This is waiting in storage. When a PC dies, the new clone arrives
home to the PCs, and they will be sent on missions to with the same equipment and memories as the previous
protect Alpha Complex and all who live there. Nature one (just missing the last five minutes or so).
is seen as incredibly dangerous and most people
live their whole lives inside the rooms, corridors and Service Groups: The Computer organised Alpha
buildings of this city. Complex’s economy into service groups: Armed
Forces, CPU, HPD&MC, Internal Security, PLC, Power
The Computer: Sentient AI that runs Alpha Complex Services, R&D and Technical Services. They all hate
like a digital dictator. The AI wants humanity to be happy each other and fight over dwindling resource supplies.
and safe but It is literally paranoid and a bit insane. It
assumes Communists, mutants with super powers and Mutant Powers: It is illegal for any clone to have a
other traitors are out to destroy It and Alpha Complex. mutant power like levitation or pyrokinesis. Every PC
Obey The Computer or be executed for treason. has one mutant power, but it is highly treasonous to
be seen using one.
Security Clearances: Society is split into security
clearances named after the colour spectrum: Infrared Secret Societies: It is illegal for any clone to belong
(lowest of the low), Red (the PCs), Orange, Green, to a secret society like Communists or Sierra Club.
Blue, Indigo, Violet and lastly Ultraviolet (or High Every PC belongs to one secret society, but it is highly
Programmers). You must also obey all citizens with treasonous to talk about or admit belonging to one.
higher security clearances or be executed for treason.
Note that clearance depends on how much The Coretechs: Powerful mini-computers implanted
Computer trusts you, not merit or talent. inside everyone’s brain. Citizens can voice and text
chat with each other with just thoughts and Friend
Loyalty vs. Treason: Because Friend Computer is Computer can see and hear anything you can at any
paranoid, society is obsessed with loyalty and treason. time. It even uses an augmented reality filter to add
There is a Salem witch trial/Red Scare vibe to Alpha directions, people’s names, etc. to what you see.
Complex as citizens (and the secret police) watch
each other for signs of treason. XP Points: No citizen has to work and there is no
currency. Instead, Friend Computer assigns people
Troubleshooters: Random citizens volunteered to volunteer centres (businesses) and their volunteer
by The Computer to find trouble (aka treason) and work (jobs). They can be spent at centres (stores) or
shoot it. These are the PCs. Troubleshooters are in black markets.
used by powerful citizens as pawns in a game.
Citizens publicly praise Troubleshooters because Reminder: Paranoia features backstabbing, TPKs and
The Computer is watching; privately they fear Catch-22s. Don’t get mad, get even!
Troubleshooters who are infamous for causing
mayhem, collateral damage and high body counts.

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APPENDIX N FOR PARANOIA
Love Paranoia? Then you are clever, attractive and full of dark thoughts that are kinda fun. But it can be hard
for people to wrap their head around the more unusual and competitive elements here. There are many media-
inspiration lists online, so rather than repeat all of that, here are some of what we consider the biggest influences
on the game as well as some media inspirations that are not talked about enough. NOTE: The lists below are not
exhaustive, which is a posh way of saying please do not yell at Famous Game Designers if they left something out.
They are easily startled.

The Classics
○ Logan’s Run (VIDEO): Sure, it is an old movie that does not hold up that well. But you can clearly see the
inspiration for Troubleshooters, Alpha Complex, even The Computer right here in glorious 1970s colour.
○ THX-1138 (VIDEO): George Lucas’ first movie was not a hit but the setting is maybe closer to Alpha Complex than
even Logan’s Run. There are even confession booths!
○ 1984 (BOOK, VIDEO): You cannot get more classic Paranoia than Orwell’s masterpiece. Read the book, watch the
movie or do both. It is very dark but it can give you inspiration to make Alpha Complex scarier.
○ Brazil (VIDEO): Possibly Terry Gillam’s best film, it features an Alpha Complex bureaucracy that is both maddening
and inspirational (in the bad way). Want to know how CPU handles things? Give this a watch.
○ Brave New World (BOOK): Another huge inspiration, this features cloning and mandatory happiness. Sound familiar?
Stick with the book; the movie and series are not unwatchable but they seem to miss something.

Other Inspirations
○ Better Off Ted (VIDEO): This is how R&D would be like in Alpha Complex but with more science fiction bits. This
show is also criminally underrated and sarcastic as hell.
○ Cash-N-Guns (GAME): Each round of this game is like a Troubleshooter team on a mission: Chaos, gunfire and
bitter rivalries.
○ Catch-22 (BOOK): A bit long for what it is but this novel literally created the phrase Catch-22 and showcases how
bureaucracy can be weaponised. Also, Milo is totally a Free Enterpriser.
○ The Death of Stalin (VIDEO): This is what happens when an Ultraviolet dies and Violets have to pick up the pieces.
Great at showing how even high clearance citizens struggle with fear, ignorance and paranoia.
○ Ghostbusters (VIDEO): Although it lacks any dystopian vibe, the team’s attempt to save New York is very
reminiscent of a Troubleshooter mission (including things going very badly).
○ Idiocracy (VIDEO): The leaders of this movie’s society are flat-out stupid and make horrible decisions that
could kill millions. That is exactly how Alpha Complex tends to operate since clearances are based on trust, not
talent or knowledge.
○ Judge Dredd (BOOK, VIDEO, GAME): HPD&MC portrays Troubleshooters like Judges: Tough, deadly, well-armed
and saving us all. In other words, this would be Computer-approved propagandatainment.
○ Portal 1 & 2 (GAME): These video games are amazing in their own right. The first showcases the Computer-like
GLaDOS, while the sequel has R&D’s attitude towards scientific advancement in spades.
○ Snowpiercer (VIDEO): The Freeloader/Economy/First Class split in their society is a simplified security clearance
system without the colours. This is good for how Infrareds live and what it would feel like for one of them to visit
higher clearance areas.
○ Werewolf/Mafia (GAME): While not related to Paranoia’s setting at all, these games do an amazing job of building
fear and paranoia into a game. Play a few rounds of these games and watch how they work.

Lastly, if you want great examples of how Paranoia’s comedy looks when it is at its best, watch some of the old
Marx Brothers movies. People are always surprised at how funny these are despite their age but they also show a
great balance between physical comedy, satire and clever wordplay. (And how a pun can work once in a while but
not all the time. Sanity clause, we are looking in your direction.)

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INDEX

Antimutant........................ 93 Grace-B-RLS-5.................... 121


Area Effects, Conditions ......... 33 Green............................. 63
Armed Forces ..................... 84 Green IntSec Goons............... 113
Armour ........................... 38 Haxxor............................ 99
A Thanks-Based Economy............ 65 Healing........................... 34
Attacking ........................ 32 Housing Preservation And Development &
Black Markets..................... 66 Mind Control (HPD&MC).............. 87
Blue.............................. 63 How To Get Things Done............ 66
Brains: Thinking and having ...... 16 How to play The Computer ......... 59
Briefing Officer Scott-B-PLT-3 .... 116 Identifiable Information (PII)..... 15
Captain Alpha: ................... 81 Indigo............................ 64
Central Processing Unit (CPU)..... 86 Infrared.......................... 62
Chutzpah.......................... 16 Initiative........................ 32
Communists (Commies).............. 94 Intel and Counterintel............ 39
Computer Programmer (FCCCP)....... 97 Internal Security (IntSec)........ 88
Converting Missions.............. 136 IntSec’s Secret Society Table..... 22
Converting NPCs.................. 135 Learn About Paranoia............... 8
Converting Other Rules........... 135 Lenny-R-JRK: ..................... 83
Converting Troubleshooters....... 134 Level and Clearance............... 37
Coretech Apps..................... 39 Losing It......................... 31
Corpore Metal..................... 95 Luiz-Y-MRF-2..................... 123
Corrections....................... 46 Malfeasance Control Devices....... 40
CPU’s Service Group Table......... 22 Mechanic in Action................ 28
Dark Web and Black Markets........ 29 Mechanics:........................ 16
Death Leopard (Leps).............. 96 Miscellaneous Gear................ 40
Defending......................... 33 Mission Background............... 111
Difficulty Ratings................. 27 Mission Plots.................... 109
Earning Moxie..................... 30 Mission Structure................ 108
Earning Upgrade Points............ 26 Moxie............................. 28
Enlightened Despotism............. 54 Needed to Play................... 111
Example of combat................. 35 Notes and Cover Rolls............. 42
Example of the Core .............. 28 Objectives....................... 110
First Church of Christ ........... 97 Orange ........................... 63
for Running Paranoia.............. 54 Oscar-Y-VRN-4.................... 122
Free Enterprise................... 98 Other Inspirations............... 139
Funbot............................ 82 Outdoors......................... 104
GMs Don’t Roll.................... 28 Playing NPCs...................... 52

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Pointless Rivalry Table........... 84 Top 5 Illegal Song Downloads...... 76
Power Services (PowerServ)........ 89 Top 5 Jokes Banned In Alpha
Pescriptions...................... 40 Complex........................... 78
Pre-Whoops ...................... 104 Top 5 Places IntSec Sends
Production, Logistics ............ 90 Traitors.......................... 79
Psion............................ 100 Top 5 Power Services Power Plant
Purge............................ 101 Types............................. 74
R&D’s Mutant Power Table.......... 23 Top 5 Red clearance PLC Shops..... 72
Red............................... 62 Top 5 Troubleshooter Snacks That
Replacement Clones................ 35 Aren’t Immediately Fatal.......... 77
Research & Design (R&D)........... 91 Treason Stars and Flags........... 45
Robbie-GOL-4 .................... 126 Troubleshooter Roz-R-HYT-6....... 113
Role in Society................... 17 Ultraviolet (High Programmers).... 64
Romantics........................ 102 Unchanged........................ 134
Savannah-G-HRH-3 ................ 125 Underplex........................ 105
Scared Infrared: ................. 81 Using Equipment................... 29
Setting the NODE.................. 27 Violence: Physical activity ...... 17
Shivani-B-GLB-2 ................. 124 Violet............................ 64
Sierra Club (Clubbers)........... 103 Weapons........................... 41
Spending Moxie.................... 30 What does The Computer want? ..... 59
Spending Upgrade Points........... 26 What GMs Should ................... 8
Success and Treason............... 37 What To Do With Cards............ 135
Success vs. Treason Effects....... 29 Wounds ........................... 33
Taisha-B-WAL-2................... 127 Yellow............................ 63
Technical Services (TechServ)..... 92
Teela-O-MLY....................... 80
The 10 Commandments .............. 54
The Classics..................... 139
The Computer Dice................. 27
The Great Hotfix................... 60
The Incredibly Violent Hero....... 81
The Lesson Learner................ 81
The Naughty Side.................. 17
The Pathetic Traitor.............. 83
The Praise Code................... 69
Top 5 Alpha Complex Shows for Red
Clearance......................... 75
Top 5 Approved Jokes in Alpha
Complex........................... 78
Top 5 Approved Song Downloads..... 76
Top 5 Armed Forces Parades in Alpha
Complex........................... 73

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